From 2e0eb742ebe4d090f266cd5900a461c3d16a929e Mon Sep 17 00:00:00 2001 From: ZZYZX Date: Tue, 7 Mar 2017 10:33:40 +0200 Subject: [PATCH] Moved some ancient playsim mouse input code around so that it works properly with input events --- src/d_main.cpp | 49 +++++++++++++++++++++++++++++-------------------- 1 file changed, 29 insertions(+), 20 deletions(-) diff --git a/src/d_main.cpp b/src/d_main.cpp index 77e0edda0..984121fee 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -258,6 +258,33 @@ static int pagetic; // //========================================================================== +// [ZZ] this handles the mouse changes in the playsim. +// I have no idea why it had to be done before events are dispatched... also no idea why is this not in G_Responder or something. +static void D_ProcessMouseForPlaysim(event_t *ev) +{ + //if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors()) + if (ev->type == EV_Mouse && !paused) // [ZZ] the other checks are replaced with responders eating the event. + { + if (Button_Mlook.bDown || freelook) + { + int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0); + if (invertmouse) + look = -look; + G_AddViewPitch(look); + events[eventhead].y = 0; + } + if (!Button_Strafe.bDown && !lookstrafe) + { + G_AddViewAngle(int(ev->x * m_yaw * mouse_sensitivity * 8.0)); + events[eventhead].x = 0; + } + if ((events[eventhead].x | events[eventhead].y) == 0) + { + return; + } + } +} + void D_ProcessEvents (void) { event_t *ev; @@ -290,6 +317,8 @@ void D_ProcessEvents (void) // check events if (E_Responder(ev)) // [ZZ] ZScript ate the event continue; + // before passing this further, do some magic + D_ProcessMouseForPlaysim(ev); G_Responder (ev); } } @@ -310,26 +339,6 @@ void D_PostEvent (const event_t *ev) return; } events[eventhead] = *ev; - if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors()) - { - if (Button_Mlook.bDown || freelook) - { - int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0); - if (invertmouse) - look = -look; - G_AddViewPitch (look); - events[eventhead].y = 0; - } - if (!Button_Strafe.bDown && !lookstrafe) - { - G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0)); - events[eventhead].x = 0; - } - if ((events[eventhead].x | events[eventhead].y) == 0) - { - return; - } - } eventhead = (eventhead+1)&(MAXEVENTS-1); }