Some quick dpad mouse control (#533)

This commit is contained in:
Anders Jenbo 2025-07-06 07:45:27 +02:00 committed by GitHub
parent 58338fecfc
commit fd0b6bcaca
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@ -95,6 +95,11 @@ MxFloat g_lastJoystickMouseY = 0;
MxFloat g_lastMouseX = 320;
MxFloat g_lastMouseY = 240;
bool g_dpadUp = false;
bool g_dpadDown = false;
bool g_dpadLeft = false;
bool g_dpadRight = false;
// STRING: ISLE 0x4101dc
#define WINDOW_TITLE "LEGO®"
@ -466,17 +471,73 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
{
if (event->gbutton.button == SDL_GAMEPAD_BUTTON_SOUTH) {
if (InputManager()) {
InputManager()->QueueEvent(c_notificationKeyPress, SDLK_SPACE, 0, 0, SDLK_SPACE);
}
switch (event->gbutton.button) {
case SDL_GAMEPAD_BUTTON_DPAD_UP:
g_dpadUp = true;
break;
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
g_dpadDown = true;
break;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
g_dpadLeft = true;
break;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
g_dpadRight = true;
break;
case SDL_GAMEPAD_BUTTON_EAST:
g_mousedown = TRUE;
if (InputManager()) {
InputManager()->QueueEvent(
c_notificationButtonDown,
LegoEventNotificationParam::c_lButtonState,
g_lastMouseX,
g_lastMouseY,
0
);
}
if (event->gbutton.button == SDL_GAMEPAD_BUTTON_START) {
if (InputManager()) {
InputManager()->QueueEvent(c_notificationKeyPress, SDLK_ESCAPE, 0, 0, SDLK_ESCAPE);
}
break;
case SDL_GAMEPAD_BUTTON_SOUTH:
if (InputManager()) {
InputManager()->QueueEvent(c_notificationKeyPress, SDLK_SPACE, 0, 0, SDLK_SPACE);
}
break;
case SDL_GAMEPAD_BUTTON_START:
if (InputManager()) {
InputManager()->QueueEvent(c_notificationKeyPress, SDLK_ESCAPE, 0, 0, SDLK_ESCAPE);
}
break;
}
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
switch (event->gbutton.button) {
case SDL_GAMEPAD_BUTTON_DPAD_UP:
g_dpadUp = false;
break;
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
g_dpadDown = false;
break;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
g_dpadLeft = false;
break;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
g_dpadRight = false;
break;
case SDL_GAMEPAD_BUTTON_EAST:
g_mousedown = FALSE;
if (InputManager()) {
InputManager()->QueueEvent(
c_notificationButtonUp,
LegoEventNotificationParam::c_lButtonState,
g_lastMouseX,
g_lastMouseY,
0
);
}
break;
}
break;
}
@ -1278,11 +1339,31 @@ IDirect3DRMMiniwinDevice* GetD3DRMMiniwinDevice()
void IsleApp::MoveVirtualMouseViaJoystick()
{
if (g_lastJoystickMouseX != 0 || g_lastJoystickMouseY != 0) {
float dpadX = 0.0f;
float dpadY = 0.0f;
if (g_dpadLeft) {
dpadX -= m_cursorSensitivity;
}
if (g_dpadRight) {
dpadX += m_cursorSensitivity;
}
if (g_dpadUp) {
dpadY -= m_cursorSensitivity;
}
if (g_dpadDown) {
dpadY += m_cursorSensitivity;
}
// Use joystick axis if non-zero, else fall back to dpad
float moveX = (g_lastJoystickMouseX != 0) ? g_lastJoystickMouseX : dpadX;
float moveY = (g_lastJoystickMouseY != 0) ? g_lastJoystickMouseY : dpadY;
if (moveX != 0 || moveY != 0) {
g_mousemoved = TRUE;
g_lastMouseX = SDL_clamp(g_lastMouseX + g_lastJoystickMouseX, 0, 640);
g_lastMouseY = SDL_clamp(g_lastMouseY + g_lastJoystickMouseY, 0, 480);
g_lastMouseX = SDL_clamp(g_lastMouseX + moveX, 0, 640);
g_lastMouseY = SDL_clamp(g_lastMouseY + moveY, 0, 480);
if (InputManager()) {
InputManager()->QueueEvent(