Mouse Support (#4673)

* mouse

* (mouse) small fix

* "fix" implicit declaration

* LUS 1.2

* empty commit to force CI re-run

* include new mouse LUS

* deleted:    soh/soh/Enhancements/controls/GameControlEditor.cpp

* [mouse]LUS

* fix input viewer header

* Bump LUS for mouse support

* Mouse Support

* Comment cleanup

* Adding the actual mouse enhancement files

* Fix (?) Windows and Mac builds

* Maybe fix MacOS now

* Why was it compiling with this??

* Mouse input viewer handling

* [Mouse] LUS bump

* [mouse] LUS

* (Mouse) bump LUS for dxgi fix

* F2 mouse notif

* Update soh/soh/Enhancements/controls/Mouse.h

Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>

* Update soh/soh/Enhancements/controls/Mouse.cpp

Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>

* Fix mouse shield ranges to match control stick behavior

* Use early returns in Mouse_HandleQuickspin

* newline cleanup

* cleanup

* rename BUTTON_COLOR_MOUSE_BEIGE to BUTTON_COLOR_MOUSE_GRAY

* 'Enable Mouse' tooltip

* Fix includes

* Comments re mouse quickspin

* bullshit

* Hook handler for cursor recentering on shield

* Hook handler for first person mouse aiming

* Hook handlers for mouse quickspin

* Hook handlers for mouse shield control

* Hook registration conditions

* Enable Mouse -> Enable Mouse Controls

---------

Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
This commit is contained in:
lilacLunatic
2025-03-24 15:33:55 -03:00
committed by GitHub
parent 26aa36fe7b
commit dc5bc1aa6c
11 changed files with 248 additions and 6 deletions

View File

@@ -3,6 +3,7 @@
#include <string.h>
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/controls/Mouse.h"
#include "soh/OTRGlobals.h"
#include "soh/ResourceManagerHelpers.h"
@@ -317,6 +318,8 @@ void PadMgr_HandleRetraceMsg(PadMgr* padMgr) {
osRecvMesg(queue, NULL, OS_MESG_BLOCK);
osContGetReadData(padMgr->pads);
Mouse_UpdateAll();
for (i = 0; i < __osMaxControllers; i++) {
padMgr->padStatus[i].status = Controller_ShouldRumble(i);
}

View File

@@ -7,6 +7,7 @@
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/controls/Mouse.h"
s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags);
s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags);
@@ -1422,6 +1423,8 @@ s32 SetCameraManual(Camera* camera) {
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f;
f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f;
Mouse_HandleThirdPerson(&newCamX, &newCamY);
if ((fabsf(newCamX) >= 15.0f || fabsf(newCamY) >= 15.0f) && camera->play->manualCamera == false) {
camera->play->manualCamera = true;
@@ -1485,8 +1488,17 @@ s32 Camera_Free(Camera* camera) {
camera->animState = 0;
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.X"), 1.0f));
f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.Y"), 1.0f));
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f;
f32 newCamY = +D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f;
/* Disable mouse movement when holding down the shield */
if (!(camera->player->stateFlags1 & 0x400000)) {
Mouse_HandleThirdPerson(&newCamX, &newCamY);
}
newCamX *= (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.X"), 1.0f));
newCamY *= (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.Y"), 1.0f));
bool invertXAxis = (CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) || (!CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) && CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0));
camera->play->camX += newCamX * (invertXAxis ? -1 : 1);

View File

@@ -2082,6 +2082,8 @@ void Player_ProcessControlStick(PlayState* play, Player* this) {
direction = (u16)((s16)(sControlStickWorldYaw - this->actor.shape.rot.y) + 0x2000) >> 14;
}
GameInteractor_ExecuteOnPlayerProcessStick();
this->controlStickSpinAngles[this->controlStickDataIndex] = spinAngle;
this->controlStickDirections[this->controlStickDataIndex] = direction;
}
@@ -4281,6 +4283,10 @@ s32 Player_CanSpinAttack(Player* this) {
iter = &this->controlStickSpinAngles[0];
iter2 = &sp3C[0];
if (GameInteractor_Should(VB_SHOULD_QUICKSPIN, false, iter2, sp3C)) {
return true;
}
for (i = 0; i < 4; i++, iter++, iter2++) {
if ((*iter2 = *iter) < 0) {
return false;
@@ -6432,6 +6438,8 @@ s32 Player_ActionHandler_11(Player* this, PlayState* play) {
Player_DetachHeldActor(play, this);
if (Player_SetupAction(play, this, Player_Action_80843188, 0)) {
GameInteractor_ExecuteOnPlayerHoldUpShield();
this->stateFlags1 |= PLAYER_STATE1_SHIELDING;
if (!Player_IsChildWithHylianShield(this)) {
@@ -9260,6 +9268,7 @@ void Player_Action_80843188(Player* this, PlayState* play) {
sp54 = sControlInput->rel.stick_y * 100 * (CVarGetInteger(CVAR_SETTING("Controls.InvertShieldAimingYAxis"), 1) ? 1 : -1);
sp50 = sControlInput->rel.stick_x * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? 120 : -120) * (CVarGetInteger(CVAR_SETTING("Controls.InvertShieldAimingXAxis"), 0) ? -1 : 1);
sp4E = this->actor.shape.rot.y - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
GameInteractor_ExecuteOnPlayerShieldControl(&sp50, &sp54);
sp40 = Math_CosS(sp4E);
sp4C = (Math_SinS(sp4E) * sp50) + (sp54 * sp40);
@@ -12658,6 +12667,8 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
f32 xAxisMulti = CVarGetFloat(CVAR_SETTING("FirstPersonCameraSensitivity.X"), 1.0f);
f32 yAxisMulti = CVarGetFloat(CVAR_SETTING("FirstPersonCameraSensitivity.Y"), 1.0f);
GameInteractor_ExecuteOnPlayerFirstPersonControl(this);
if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) { // First person without weapon
// Y Axis
if (!CVarGetInteger(CVAR_SETTING("MoveInFirstPerson"), 0)) {