mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-06 04:52:16 +00:00
21ac5e87b5
- draw fullscreen blends below the console. - moved all mouse event processing out of the SDL backend to D_PostEvent. - removed all remaining code for dealing with mouse buttons directly.
66 lines
2.1 KiB
C++
66 lines
2.1 KiB
C++
#include "inputstate.h"
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#include "v_draw.h"
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#include "build.h"
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#include "gamecvars.h"
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int32_t InputState::mouseReadAbs(vec2_t * const pResult)
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{
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auto pInput = &g_mouseAbs;
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if (!g_mouseEnabled || !appactive || !g_mouseInsideWindow || GUICapture)
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return 0;
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int32_t const xwidth = max(scale(240<<16, screen->GetWidth(), screen->GetHeight()), 320<<16);
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pResult->x = scale(pInput->x, xwidth, xres) - ((xwidth>>1) - (320<<15));
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pResult->y = scale(pInput->y, 200<<16, yres);
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pResult->y = divscale16(pResult->y - (200<<15), rotatesprite_yxaspect) + (200<<15) - rotatesprite_y_offset;
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return 1;
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}
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void InputState::GetMouseDelta(ControlInfo * info)
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{
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vec2_t input;
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if (!g_mouseEnabled || !g_mouseGrabbed || !appactive)
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{
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input = {0,0};
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return;
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}
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input = g_mousePos;
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g_mousePos = {};
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vec2f_t finput = { float(input.x), float(input.y) };
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if (in_mousesmoothing)
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{
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static vec2_t last;
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finput = { float(input.x + last.x) * 0.5f, float(input.y + last.y) * 0.5f };
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last = input;
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}
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info->mousex = int(finput.x * (4.f / 65536.f) * in_mousesensitivity * in_mousescalex);
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info->mousey = int(finput.y * (4.f / 65536.f) * in_mousesensitivity * in_mousescaley);
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}
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void InputState::AddEvent(const event_t *ev)
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{
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// Set the old mouseBits. Yet another piece of cruft that needs to go away.
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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switch (ev->data1)
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{
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case KEY_MOUSE1 : mouseSetBit(LEFT_MOUSE, ev->type == EV_KeyDown); handleevents_updatemousestate(ev->type); break;
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case KEY_MOUSE2 : mouseSetBit(RIGHT_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MOUSE3 : mouseSetBit(MIDDLE_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MOUSE4 : mouseSetBit(THUMB_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MWHEELUP: mouseSetBit(WHEELUP_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MWHEELDOWN: mouseSetBit(WHEELDOWN_MOUSE, ev->type == EV_KeyDown); break;
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case KEY_MOUSE5: mouseSetBit(THUMB2_MOUSE, ev->type == EV_KeyDown); break;
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default: break;
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}
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}
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keySetState(ev->data1, ev->type == EV_KeyDown);
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if (ev->data2) keySetChar(ev->data2);
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}
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