Fixes and overhaul mouse locking

This commit is contained in:
Agent X 2024-06-01 13:30:41 -04:00
parent 54de3b689a
commit fa8d8c9b0f
6 changed files with 22 additions and 45 deletions

View file

@ -77,10 +77,6 @@ void first_person_camera_update(void) {
} else {
gFirstPersonCamera.yaw += sensX * (invX * m->controller->extStickX - 1.5f * mouse_x);
}
gDjuiHudLockMouse = true;
} else {
gDjuiHudLockMouse = false;
}
// fix yaw for some specific actions
@ -181,8 +177,6 @@ void first_person_update(void) {
}
first_person_camera_update();
} else if (!camera_config_is_mouse_look_enabled()) {
gDjuiHudLockMouse = false;
}
}

View file

@ -2393,7 +2393,7 @@ void change_dialog_camera_angle(void) {
}
void shade_screen(void) {
create_dl_translation_matrix(MENU_MTX_PUSH, gfx_dimensions_rect_from_left_edge(0), 240.0f, 0);
create_dl_translation_matrix(MENU_MTX_PUSH, GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(0), 240.0f, 0);
// This is a bit weird. It reuses the dialog text box (width 130, height -80),
// so scale to at least fit the screen.
@ -2449,7 +2449,7 @@ void render_pause_red_coins(void) {
if (gCurrentArea->numRedCoins > 0) {
u8 collected = gCurrentArea->numRedCoins - count_objects_with_behavior(bhvRedCoin);
s16 x = gfx_dimensions_rect_from_left_edge(38);
s16 x = GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(38);
print_animated_red_coin(x - 8, 20);
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha);

View file

@ -11,21 +11,19 @@
#include <SDL2/SDL.h>
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
#include <ultra64.h>
#include "controller_api.h"
#include "controller_sdl.h"
#include "controller_mouse.h"
#include "../configfile.h"
#include "../platform.h"
#include "../fs/fs.h"
#include "pc/pc_main.h"
#include "pc/configfile.h"
#include "pc/platform.h"
#include "pc/fs/fs.h"
#include "game/level_update.h"
#include "game/first_person_cam.h"
#include "pc/lua/utils/smlua_misc_utils.h"
#include "pc/djui/djui.h"
#include "pc/djui/djui_panel_pause.h"
#include "pc/djui/djui_hud_utils.h"
@ -170,20 +168,15 @@ static inline void update_button(const int i, const bool new) {
}
extern s16 gMenuMode;
bool ignore_lock = false;
static void controller_sdl_read(OSContPad *pad) {
if (!init_ok) {
return;
}
if (!gDjuiHudLockMouse) {
if (newcam_mouse == 1 && gMenuMode == -1 && !gDjuiInMainMenu && !gDjuiChatBoxFocus && !gDjuiConsoleFocus) {
if ((newcam_mouse == 1 || gFirstPersonCamera.enabled || gDjuiHudLockMouse) && gMenuMode == -1 && !gDjuiInMainMenu && !gDjuiChatBoxFocus && !gDjuiConsoleFocus) {
SDL_SetRelativeMouseMode(SDL_TRUE);
ignore_lock = true;
} else {
SDL_SetRelativeMouseMode(SDL_FALSE);
ignore_lock = false;
}
}
u32 mouse = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
@ -197,10 +190,6 @@ static void controller_sdl_read(OSContPad *pad) {
last_mouse = (mouse_buttons ^ mouse) & mouse;
mouse_buttons = mouse;
if (!ignore_lock && gMenuMode == -1 && !gDjuiInMainMenu && !gDjuiChatBoxFocus && !gDjuiConsoleFocus) {
SDL_SetRelativeMouseMode(gDjuiHudLockMouse ? SDL_TRUE : SDL_FALSE);
}
if (configBackgroundGamepad != sBackgroundGamepad) {
sBackgroundGamepad = configBackgroundGamepad;
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, sBackgroundGamepad ? "1" : "0");

View file

@ -4,6 +4,7 @@
#include "debuglog.h"
#include "game/print.h"
#include "game/hud.h"
#include "gfx_dimensions.h"
static u32 sCtxDepth[CTX_MAX] = { 0 };

View file

@ -218,15 +218,8 @@ u32 djui_hud_get_screen_width(void) {
u32 windowWidth, windowHeight;
wm_api->get_dimensions(&windowWidth, &windowHeight);
if (use_forced_4by3() && sResolution == RESOLUTION_DJUI) {
windowWidth -= (GFX_DIMENSIONS_FROM_LEFT_EDGE(0) + GFX_DIMENSIONS_FROM_RIGHT_EDGE(0));
}
if (sResolution == RESOLUTION_N64) {
f32 aspect = use_forced_4by3()
? (4.0f / 3.0f)
: GFX_DIMENSIONS_ASPECT_RATIO;
return (aspect) * SCREEN_HEIGHT;
return (GFX_DIMENSIONS_ASPECT_RATIO) * SCREEN_HEIGHT;
} else {
return (windowWidth / djui_gfx_get_scale());
}

View file

@ -217,18 +217,18 @@ void produce_interpolation_frames_and_delay(void) {
}
inline static void buffer_audio(void) {
const f32 master_mod = (f32)configMasterVolume / 127.0f;
set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * master_mod);
set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * master_mod);
const f32 masterMod = (f32)configMasterVolume / 127.0f;
set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * masterMod);
set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * masterMod);
set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * masterMod);
int samples_left = audio_api->buffered();
u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
s16 audio_buffer[SAMPLES_HIGH * 2 * 2];
int samplesLeft = audio_api->buffered();
u32 numAudioSamples = samplesLeft < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
s16 audioBuffer[SAMPLES_HIGH * 2 * 2];
for (s32 i = 0; i < 2; i++) {
create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
create_next_audio_buffer(audioBuffer + i * (numAudioSamples * 2), numAudioSamples);
}
audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
audio_api->play((u8 *)audioBuffer, 2 * numAudioSamples * 4);
}
void produce_one_frame(void) {