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https://github.com/isledecomp/isle-portable.git
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Some quick dpad mouse control (#533)
This commit is contained in:
parent
58338fecfc
commit
fd0b6bcaca
105
ISLE/isleapp.cpp
105
ISLE/isleapp.cpp
@ -95,6 +95,11 @@ MxFloat g_lastJoystickMouseY = 0;
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MxFloat g_lastMouseX = 320;
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MxFloat g_lastMouseX = 320;
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MxFloat g_lastMouseY = 240;
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MxFloat g_lastMouseY = 240;
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bool g_dpadUp = false;
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bool g_dpadDown = false;
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bool g_dpadLeft = false;
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bool g_dpadRight = false;
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// STRING: ISLE 0x4101dc
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// STRING: ISLE 0x4101dc
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#define WINDOW_TITLE "LEGO®"
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#define WINDOW_TITLE "LEGO®"
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@ -466,17 +471,73 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
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break;
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break;
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}
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}
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN: {
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{
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switch (event->gbutton.button) {
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if (event->gbutton.button == SDL_GAMEPAD_BUTTON_SOUTH) {
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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if (InputManager()) {
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g_dpadUp = true;
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InputManager()->QueueEvent(c_notificationKeyPress, SDLK_SPACE, 0, 0, SDLK_SPACE);
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break;
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}
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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g_dpadDown = true;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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g_dpadLeft = true;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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g_dpadRight = true;
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break;
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case SDL_GAMEPAD_BUTTON_EAST:
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g_mousedown = TRUE;
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if (InputManager()) {
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InputManager()->QueueEvent(
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c_notificationButtonDown,
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LegoEventNotificationParam::c_lButtonState,
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g_lastMouseX,
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g_lastMouseY,
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0
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);
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}
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}
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if (event->gbutton.button == SDL_GAMEPAD_BUTTON_START) {
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break;
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if (InputManager()) {
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InputManager()->QueueEvent(c_notificationKeyPress, SDLK_ESCAPE, 0, 0, SDLK_ESCAPE);
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case SDL_GAMEPAD_BUTTON_SOUTH:
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}
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if (InputManager()) {
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InputManager()->QueueEvent(c_notificationKeyPress, SDLK_SPACE, 0, 0, SDLK_SPACE);
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}
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}
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break;
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case SDL_GAMEPAD_BUTTON_START:
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if (InputManager()) {
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InputManager()->QueueEvent(c_notificationKeyPress, SDLK_ESCAPE, 0, 0, SDLK_ESCAPE);
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}
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break;
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}
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break;
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}
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case SDL_EVENT_GAMEPAD_BUTTON_UP: {
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switch (event->gbutton.button) {
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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g_dpadUp = false;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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g_dpadDown = false;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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g_dpadLeft = false;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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g_dpadRight = false;
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break;
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case SDL_GAMEPAD_BUTTON_EAST:
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g_mousedown = FALSE;
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if (InputManager()) {
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InputManager()->QueueEvent(
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c_notificationButtonUp,
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LegoEventNotificationParam::c_lButtonState,
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g_lastMouseX,
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g_lastMouseY,
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0
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);
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}
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break;
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}
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}
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break;
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break;
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}
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}
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@ -1278,11 +1339,31 @@ IDirect3DRMMiniwinDevice* GetD3DRMMiniwinDevice()
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void IsleApp::MoveVirtualMouseViaJoystick()
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void IsleApp::MoveVirtualMouseViaJoystick()
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{
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{
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if (g_lastJoystickMouseX != 0 || g_lastJoystickMouseY != 0) {
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float dpadX = 0.0f;
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float dpadY = 0.0f;
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if (g_dpadLeft) {
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dpadX -= m_cursorSensitivity;
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}
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if (g_dpadRight) {
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dpadX += m_cursorSensitivity;
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}
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if (g_dpadUp) {
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dpadY -= m_cursorSensitivity;
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}
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if (g_dpadDown) {
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dpadY += m_cursorSensitivity;
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}
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// Use joystick axis if non-zero, else fall back to dpad
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float moveX = (g_lastJoystickMouseX != 0) ? g_lastJoystickMouseX : dpadX;
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float moveY = (g_lastJoystickMouseY != 0) ? g_lastJoystickMouseY : dpadY;
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if (moveX != 0 || moveY != 0) {
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g_mousemoved = TRUE;
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g_mousemoved = TRUE;
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g_lastMouseX = SDL_clamp(g_lastMouseX + g_lastJoystickMouseX, 0, 640);
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g_lastMouseX = SDL_clamp(g_lastMouseX + moveX, 0, 640);
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g_lastMouseY = SDL_clamp(g_lastMouseY + g_lastJoystickMouseY, 0, 480);
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g_lastMouseY = SDL_clamp(g_lastMouseY + moveY, 0, 480);
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if (InputManager()) {
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if (InputManager()) {
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InputManager()->QueueEvent(
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InputManager()->QueueEvent(
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