mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
Moved mouse-state code to a separate file, enabled mouse-look camera-mode for DXGI (#86)
This commit is contained in:
parent
06a57eb367
commit
4713219388
10 changed files with 169 additions and 91 deletions
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@ -12,13 +12,6 @@
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// moved these from sdl controller implementations
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int mouse_x;
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int mouse_y;
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int mouse_window_buttons;
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int mouse_window_x;
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int mouse_window_y;
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static struct ControllerAPI *controller_implementations[] = {
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#if defined(CAPI_SDL2) || defined(CAPI_SDL1)
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&controller_sdl,
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121
src/pc/controller/controller_mouse.c
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121
src/pc/controller/controller_mouse.c
Normal file
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@ -0,0 +1,121 @@
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#include "controller_mouse.h"
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#ifdef WAPI_DXGI
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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extern HWND gfx_dxgi_get_h_wnd(void);
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static bool mouse_relative_prev_cursor_state;
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#elif defined(CAPI_SDL1)
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#include <SDL/SDL.h>
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#elif defined(CAPI_SDL2)
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#include <SDL2/SDL.h>
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#endif
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bool mouse_init_ok;
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u32 mouse_buttons;
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s32 mouse_x;
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s32 mouse_y;
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u32 mouse_window_buttons;
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s32 mouse_window_x;
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s32 mouse_window_y;
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static bool mouse_relative_enabled;
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void controller_mouse_read_window(void) {
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if (!mouse_init_ok) { return; }
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#if defined(WAPI_DXGI)
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mouse_window_buttons =
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(GetAsyncKeyState(VK_LBUTTON) ? (1 << 0) : 0) |
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(GetAsyncKeyState(VK_MBUTTON) ? (1 << 1) : 0) |
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(GetAsyncKeyState(VK_RBUTTON) ? (1 << 2) : 0);
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POINT p;
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if (GetCursorPos(&p) && ScreenToClient(gfx_dxgi_get_h_wnd(), &p)) {
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mouse_window_x = p.x;
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mouse_window_y = p.y;
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}
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#elif defined(CAPI_SDL1) || defined(CAPI_SDL2)
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mouse_window_buttons = SDL_GetMouseState(&mouse_window_x, &mouse_window_y);
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#endif
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}
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void controller_mouse_read_relative(void) {
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if (!mouse_init_ok) { return; }
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#if defined(WAPI_DXGI)
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mouse_buttons =
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(GetAsyncKeyState(VK_LBUTTON) ? (1 << 0) : 0) |
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(GetAsyncKeyState(VK_MBUTTON) ? (1 << 1) : 0) |
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(GetAsyncKeyState(VK_RBUTTON) ? (1 << 2) : 0);
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if (mouse_relative_enabled) {
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static POINT p0;
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POINT p1;
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RECT rect;
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if (GetWindowRect(gfx_dxgi_get_h_wnd(), &rect) && GetCursorPos(&p1)) {
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mouse_x = p1.x - p0.x;
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mouse_y = p1.y - p0.y;
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p0.x = rect.left + (rect.right - rect.left) / 2;
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p0.y = rect.top + (rect.bottom - rect.top) / 2;
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SetCursorPos(p0.x, p0.y);
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}
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} else {
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mouse_x = 0;
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mouse_y = 0;
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}
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#elif defined(CAPI_SDL1) || defined(CAPI_SDL2)
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mouse_buttons = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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#endif
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}
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void controller_mouse_enter_relative(void) {
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if (!mouse_relative_enabled) {
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mouse_relative_enabled = true;
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#if defined(WAPI_DXGI)
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CURSORINFO ci;
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ci.cbSize = sizeof(CURSORINFO);
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if (GetCursorInfo(&ci)) {
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mouse_relative_prev_cursor_state = (0 != ci.flags);
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} else {
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mouse_relative_prev_cursor_state = false;
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}
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ShowCursor(FALSE);
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#elif defined(CAPI_SDL1)
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SDL_WM_GrabInput(SDL_GRAB_ON);
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#elif defined(CAPI_SDL2)
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SDL_SetRelativeMouseMode(SDL_TRUE);
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#endif
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}
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}
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void controller_mouse_leave_relative(void) {
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if (mouse_relative_enabled) {
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mouse_relative_enabled = false;
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#if defined(WAPI_DXGI)
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ShowCursor(mouse_relative_prev_cursor_state);
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#elif defined(CAPI_SDL1)
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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#elif defined(CAPI_SDL2)
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SDL_SetRelativeMouseMode(SDL_FALSE);
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#endif
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}
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}
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@ -1,18 +1,23 @@
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#ifndef CONTROLLER_MOUSE_H
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#define CONTROLLER_MOUSE_H
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#include "controller_api.h"
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#include "controller_sdl.h"
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#include <stdbool.h>
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extern int mouse_x;
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extern int mouse_y;
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extern bool mouse_init_ok;
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extern int mouse_window_buttons;
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extern int mouse_window_x;
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extern int mouse_window_y;
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extern u32 mouse_buttons;
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extern s32 mouse_x;
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extern s32 mouse_y;
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extern u32 mouse_window_buttons;
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extern s32 mouse_window_x;
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extern s32 mouse_window_y;
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#define VK_BASE_MOUSE 0x2000
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void controller_mouse_read_window(void);
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void controller_mouse_read_relative(void);
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extern struct ControllerAPI controller_mouse;
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void controller_mouse_enter_relative(void);
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void controller_mouse_leave_relative(void);
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#endif
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@ -5,12 +5,10 @@
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#define VK_BASE_SDL_GAMEPAD 0x1000
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// mouse buttons are also in the controller namespace (why), just offset 0x100
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// mouse buttons are also in the controller namespace, just offset 0x100
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#define VK_OFS_SDL_MOUSE 0x0100
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#define VK_BASE_SDL_MOUSE (VK_BASE_SDL_GAMEPAD + VK_OFS_SDL_MOUSE)
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extern struct ControllerAPI controller_sdl;
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void controller_sdl_read_mouse_window(void);
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#endif
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@ -124,14 +124,16 @@ static void controller_sdl_init(void) {
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if (i >= num_joy_axes)
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joy_axis_binds[i] = -1;
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}
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if (newcam_mouse == 1 && gMenuMode == -1 && !gDjuiChatBoxFocus && !gDjuiConsoleFocus)
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SDL_WM_GrabInput(SDL_GRAB_ON);
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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if (newcam_mouse == 1 && gMenuMode == -1 && !gDjuiChatBoxFocus && !gDjuiConsoleFocus) {
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controller_mouse_enter_relative();
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}
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controller_mouse_read_relative();
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controller_sdl_bind();
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init_ok = true;
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mouse_init_ok = true;
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}
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static inline void update_button(const int i, const bool new) {
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@ -151,12 +153,15 @@ extern s16 gMenuMode;
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static void controller_sdl_read(OSContPad *pad) {
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if (!init_ok) return;
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if (newcam_mouse == 1 && gMenuMode == -1 && !gDjuiChatBoxFocus && !gDjuiConsoleFocus)
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SDL_WM_GrabInput(SDL_GRAB_ON);
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else
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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u32 mouse = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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if (newcam_mouse == 1 && gMenuMode == -1 && !gDjuiChatBoxFocus && !gDjuiConsoleFocus) {
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controller_mouse_enter_relative();
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} else {
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controller_mouse_leave_relative();
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}
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u32 mouse_prev = mouse_buttons;
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controller_mouse_read_relative();
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u32 mouse = mouse_buttons;
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if (!gInteractableOverridePad) {
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for (u32 i = 0; i < num_mouse_binds; ++i)
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}
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// remember buttons that changed from 0 to 1
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last_mouse = (mouse_buttons ^ mouse) & mouse;
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mouse_buttons = mouse;
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last_mouse = (mouse_prev ^ mouse) & mouse;
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if (configDisableGamepads) { return; }
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if (!sdl_joy) return;
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}
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}
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void controller_sdl_read_mouse_window(void) {
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if (!init_ok) { return; }
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#if defined(_WIN32) && (defined(RAPI_D3D12) || defined(RAPI_D3D11))
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mouse_window_buttons = 0;
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mouse_window_buttons |= (GetAsyncKeyState(VK_LBUTTON) ? (1 << 0) : 0);
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mouse_window_buttons |= (GetAsyncKeyState(VK_RBUTTON) ? (1 << 1) : 0);
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POINT p;
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if (GetCursorPos(&p) && ScreenToClient(GetActiveWindow(), &p))
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{
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mouse_window_x = p.x;
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mouse_window_y = p.y;
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}
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#else
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mouse_window_buttons = SDL_GetMouseState(&mouse_window_x, &mouse_window_y);
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#endif
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}
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static void controller_sdl_rumble_play(f32 strength, f32 length) { }
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static void controller_sdl_rumble_stop(void) { }
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}
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init_ok = false;
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mouse_init_ok = false;
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}
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struct ControllerAPI controller_sdl = {
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@ -48,7 +48,6 @@ static u32 joy_binds[MAX_JOYBINDS][2] = { 0 };
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static u32 mouse_binds[MAX_JOYBINDS][2] = { 0 };
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static bool joy_buttons[MAX_JOYBUTTONS] = { false };
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static u32 mouse_buttons = 0;
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static u32 last_mouse = VK_INVALID;
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static u32 last_joybutton = VK_INVALID;
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static u32 last_gamepad = 0;
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free(gcdata);
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}
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if (newcam_mouse == 1)
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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if (newcam_mouse == 1) { controller_mouse_enter_relative(); }
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controller_mouse_read_relative();
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controller_sdl_bind();
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init_ok = true;
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mouse_init_ok = true;
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}
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static SDL_Haptic *controller_sdl_init_haptics(const int joy) {
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extern s16 gMenuMode;
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static void controller_sdl_read(OSContPad *pad) {
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if (!init_ok) {
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return;
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}
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if (!init_ok) { return; }
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if ((newcam_mouse == 1 || gFirstPersonCamera.enabled || gDjuiHudLockMouse) && gMenuMode == -1 && !gDjuiInMainMenu && !gDjuiChatBoxFocus && !gDjuiConsoleFocus && WAPI.has_focus()) {
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SDL_SetRelativeMouseMode(SDL_TRUE);
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controller_mouse_enter_relative();
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} else {
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SDL_SetRelativeMouseMode(SDL_FALSE);
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controller_mouse_leave_relative();
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}
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u32 mouse = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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u32 mouse_prev = mouse_buttons;
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controller_mouse_read_relative();
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u32 mouse = mouse_buttons;
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if (!gInteractableOverridePad) {
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for (u32 i = 0; i < num_mouse_binds; ++i)
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pad->button |= mouse_binds[i][1];
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}
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// remember buttons that changed from 0 to 1
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last_mouse = (mouse_buttons ^ mouse) & mouse;
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mouse_buttons = mouse;
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last_mouse = (mouse_prev ^ mouse) & mouse;
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if (configBackgroundGamepad != sBackgroundGamepad) {
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sBackgroundGamepad = configBackgroundGamepad;
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return;
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}
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}
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int16_t leftx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTX);
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int16_t lefty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTY);
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int16_t rightx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTX);
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}
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}
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void controller_sdl_read_mouse_window(void) {
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if (!init_ok) { return; }
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#if defined(_WIN32) && (defined(RAPI_D3D12) || defined(RAPI_D3D11))
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mouse_window_buttons = 0;
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mouse_window_buttons |= (GetAsyncKeyState(VK_LBUTTON) ? (1 << 0) : 0);
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mouse_window_buttons |= (GetAsyncKeyState(VK_RBUTTON) ? (1 << 1) : 0);
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POINT p;
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if (GetCursorPos(&p) && ScreenToClient(GetActiveWindow(), &p))
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{
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mouse_window_x = p.x;
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mouse_window_y = p.y;
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}
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#else
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mouse_window_buttons = SDL_GetMouseState(&mouse_window_x, &mouse_window_y);
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#endif
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}
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static void controller_sdl_rumble_play(f32 strength, f32 length) {
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if (sdl_haptic)
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SDL_HapticRumblePlay(sdl_haptic, strength, (u32)(length * 1000.0f));
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haptics_enabled = false;
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init_ok = false;
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mouse_init_ok = false;
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}
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struct ControllerAPI controller_sdl = {
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#include "djui.h"
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#include "djui_panel.h"
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#include "pc/controller/controller_mouse.h"
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#include "pc/controller/controller_sdl.h"
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#include "pc/gfx/gfx_window_manager_api.h"
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#include "pc/pc_main.h"
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if (sMouseCursor == NULL) { return; }
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if (!djui_panel_is_active()) { return; }
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controller_sdl_read_mouse_window();
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controller_mouse_read_window();
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// check if mouse is in control again
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static bool sFirstUpdate = true;
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#include <PR/gbi.h>
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#include <string.h>
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#include "pc/controller/controller_sdl.h"
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#include "pc/controller/controller_mouse.h"
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#include "pc/gfx/gfx_pc.h"
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#include "pc/gfx/gfx_window_manager_api.h"
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}
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f32 djui_hud_get_mouse_x(void) {
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#ifdef HAVE_SDL2
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controller_sdl_read_mouse_window();
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#endif
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controller_mouse_read_window();
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return mouse_window_x / djui_gfx_get_scale();
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}
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f32 djui_hud_get_mouse_y(void) {
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#ifdef HAVE_SDL2
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controller_sdl_read_mouse_window();
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#endif
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controller_mouse_read_window();
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return mouse_window_y / djui_gfx_get_scale();
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}
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@ -708,7 +708,7 @@ static bool gfx_dxgi_has_focus(void) {
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return GetFocus() == dxgi.h_wnd;
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}
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HWND gfx_dxgi_get_h_wnd(void) {
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extern "C" HWND gfx_dxgi_get_h_wnd(void) {
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return dxgi.h_wnd;
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}
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@ -6,7 +6,7 @@
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#ifdef DECLARE_GFX_DXGI_FUNCTIONS
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void gfx_dxgi_create_factory_and_device(bool debug, int d3d_version, bool (*create_device_fn)(IDXGIAdapter1 *adapter, bool test_only));
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Microsoft::WRL::ComPtr<IDXGISwapChain1> gfx_dxgi_create_swap_chain(IUnknown *device);
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HWND gfx_dxgi_get_h_wnd(void);
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extern "C" HWND gfx_dxgi_get_h_wnd(void);
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void ThrowIfFailed(HRESULT res);
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void ThrowIfFailed(HRESULT res, HWND h_wnd, const char *message);
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#endif
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