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refactor: use InputManager for screens, DPI-aware InputManager
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parent
f0aa04a7ee
commit
c4ce9b5377
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@ -61,13 +61,21 @@ static GLFWwindow *getWindow() {
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// GLFW callbacks
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// ---------------------------------------------------------------------------
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static void onCursorPos(GLFWwindow * /*w*/, double x, double y) {
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static void onCursorPos(GLFWwindow* w, double x, double y) {
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float scaleX = 1;
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float scaleY = 1;
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glfwGetWindowContentScale(w, &scaleX, &scaleY);
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x *= scaleX;
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y *= scaleX;
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if (s_cursorInitialized) {
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s_mouseAccumX += (float)(x - s_lastCursorX);
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s_mouseAccumY += (float)(y - s_lastCursorY);
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} else {
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s_cursorInitialized = true;
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}
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s_lastCursorX = x;
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s_lastCursorY = y;
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}
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@ -208,24 +216,25 @@ void C_4JInput::Tick(void) {
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s_mouseAccumX = s_mouseAccumY = 0.0f;
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// 6. Mouse buttons (only meaningful when locked in-game)
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if (s_mouseLocked) {
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s_mouseLeftCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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s_mouseRightCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
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} else {
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// Not locked. Allow a left-click to re-lock (if not in a menu)
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bool lclick = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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if (!menuNow && lclick) {
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s_mouseLocked = true;
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glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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if (glfwRawMouseMotionSupported())
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glfwSetInputMode(w, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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s_mouseAccumX = s_mouseAccumY = 0.0f;
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s_cursorInitialized = false;
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}
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s_mouseLeftCurrent = false;
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s_mouseRightCurrent = false;
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s_frameRelX = s_frameRelY = 0.0f;
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}
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s_mouseLeftCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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s_mouseRightCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
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// if (s_mouseLocked) {
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// printf("locked\n");
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// } else {
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// // Not locked. Allow a left-click to re-lock (if not in a menu)
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// bool lclick = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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// if (!menuNow && lclick) {
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// s_mouseLocked = true;
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// glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// if (glfwRawMouseMotionSupported())
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// glfwSetInputMode(w, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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// s_mouseAccumX = s_mouseAccumY = 0.0f;
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// s_cursorInitialized = false;
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// }
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// s_mouseLeftCurrent = false;
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// s_mouseRightCurrent = false;
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// s_frameRelX = s_frameRelY = 0.0f;
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// }
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}
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// ---------------------------------------------------------------------------
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@ -44,7 +44,6 @@ void Button::render(Minecraft *minecraft, int xm, int ym)
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glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadTexture(TN_GUI_GUI)); // 4J was L"/gui/gui.png"
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glColor4f(1, 1, 1, 1);
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bool hovered = xm >= x && ym >= y && xm < x + w && ym < y + h;
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int yImage = getYImage(hovered);
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@ -106,32 +106,23 @@ void Screen::updateEvents()
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{
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// TODO: update for SDL if we ever get around to that
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#if (defined (ENABLE_JAVA_GUIS))
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int fbw, fbh;
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RenderManager.GetFramebufferSize(fbw, fbh);
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glViewport(0, 0, fbw, fbh);
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int fbw, fbh;
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RenderManager.GetFramebufferSize(fbw, fbh);
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glViewport(0, 0, fbw, fbh);
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ScreenSizeCalculator ssc(minecraft->options, minecraft->width, minecraft->height);
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int screenWidth = ssc.getWidth();
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int screenHeight = ssc.getHeight();
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GLFWwindow* window = glfwGetCurrentContext();
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if (!window) return;
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float windowScaleX = 1;
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float windowScaleY = 1;
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glfwGetWindowContentScale(window, &windowScaleX, &windowScaleY);
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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int xMouse = (int)(xpos * windowScaleX) * screenWidth / fbw;
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int yMouse = (int)(ypos * windowScaleY) * screenHeight / fbh - 1;
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int screenWidth = ssc.getWidth();
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int screenHeight = ssc.getHeight();
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int xMouse = InputManager.GetMouseX() * screenWidth / fbw;
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int yMouse = InputManager.GetMouseY() * screenHeight / fbh - 1;
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static bool prevLeftState = false;
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static bool prevRightState = false;
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bool leftState = InputManager.ButtonDown(0, MINECRAFT_ACTION_ACTION);
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bool rightState = InputManager.ButtonDown(0, MINECRAFT_ACTION_USE);
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bool leftState = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS;
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bool rightState = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS;
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printf("%d, %d\n", leftState, rightState);
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if (leftState && !prevLeftState) {
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mouseClicked(xMouse, yMouse, 0);
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}
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