refactor: use InputManager for screens, DPI-aware InputManager

This commit is contained in:
Tropical 2026-03-09 23:41:56 -05:00
parent f0aa04a7ee
commit c4ce9b5377
3 changed files with 40 additions and 41 deletions

View file

@ -61,13 +61,21 @@ static GLFWwindow *getWindow() {
// GLFW callbacks
// ---------------------------------------------------------------------------
static void onCursorPos(GLFWwindow * /*w*/, double x, double y) {
static void onCursorPos(GLFWwindow* w, double x, double y) {
float scaleX = 1;
float scaleY = 1;
glfwGetWindowContentScale(w, &scaleX, &scaleY);
x *= scaleX;
y *= scaleX;
if (s_cursorInitialized) {
s_mouseAccumX += (float)(x - s_lastCursorX);
s_mouseAccumY += (float)(y - s_lastCursorY);
} else {
s_cursorInitialized = true;
}
s_lastCursorX = x;
s_lastCursorY = y;
}
@ -208,24 +216,25 @@ void C_4JInput::Tick(void) {
s_mouseAccumX = s_mouseAccumY = 0.0f;
// 6. Mouse buttons (only meaningful when locked in-game)
if (s_mouseLocked) {
s_mouseLeftCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
s_mouseRightCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
} else {
// Not locked. Allow a left-click to re-lock (if not in a menu)
bool lclick = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
if (!menuNow && lclick) {
s_mouseLocked = true;
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (glfwRawMouseMotionSupported())
glfwSetInputMode(w, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
s_mouseAccumX = s_mouseAccumY = 0.0f;
s_cursorInitialized = false;
}
s_mouseLeftCurrent = false;
s_mouseRightCurrent = false;
s_frameRelX = s_frameRelY = 0.0f;
}
s_mouseLeftCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
s_mouseRightCurrent = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
// if (s_mouseLocked) {
// printf("locked\n");
// } else {
// // Not locked. Allow a left-click to re-lock (if not in a menu)
// bool lclick = (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
// if (!menuNow && lclick) {
// s_mouseLocked = true;
// glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// if (glfwRawMouseMotionSupported())
// glfwSetInputMode(w, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
// s_mouseAccumX = s_mouseAccumY = 0.0f;
// s_cursorInitialized = false;
// }
// s_mouseLeftCurrent = false;
// s_mouseRightCurrent = false;
// s_frameRelX = s_frameRelY = 0.0f;
// }
}
// ---------------------------------------------------------------------------

View file

@ -44,7 +44,6 @@ void Button::render(Minecraft *minecraft, int xm, int ym)
glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadTexture(TN_GUI_GUI)); // 4J was L"/gui/gui.png"
glColor4f(1, 1, 1, 1);
bool hovered = xm >= x && ym >= y && xm < x + w && ym < y + h;
int yImage = getYImage(hovered);

View file

@ -106,32 +106,23 @@ void Screen::updateEvents()
{
// TODO: update for SDL if we ever get around to that
#if (defined (ENABLE_JAVA_GUIS))
int fbw, fbh;
RenderManager.GetFramebufferSize(fbw, fbh);
glViewport(0, 0, fbw, fbh);
int fbw, fbh;
RenderManager.GetFramebufferSize(fbw, fbh);
glViewport(0, 0, fbw, fbh);
ScreenSizeCalculator ssc(minecraft->options, minecraft->width, minecraft->height);
int screenWidth = ssc.getWidth();
int screenHeight = ssc.getHeight();
GLFWwindow* window = glfwGetCurrentContext();
if (!window) return;
float windowScaleX = 1;
float windowScaleY = 1;
glfwGetWindowContentScale(window, &windowScaleX, &windowScaleY);
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
int xMouse = (int)(xpos * windowScaleX) * screenWidth / fbw;
int yMouse = (int)(ypos * windowScaleY) * screenHeight / fbh - 1;
int screenWidth = ssc.getWidth();
int screenHeight = ssc.getHeight();
int xMouse = InputManager.GetMouseX() * screenWidth / fbw;
int yMouse = InputManager.GetMouseY() * screenHeight / fbh - 1;
static bool prevLeftState = false;
static bool prevRightState = false;
bool leftState = InputManager.ButtonDown(0, MINECRAFT_ACTION_ACTION);
bool rightState = InputManager.ButtonDown(0, MINECRAFT_ACTION_USE);
bool leftState = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS;
bool rightState = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS;
printf("%d, %d\n", leftState, rightState);
if (leftState && !prevLeftState) {
mouseClicked(xMouse, yMouse, 0);
}