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>
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@@ -3,6 +3,7 @@
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#include <string.h>
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/controls/Mouse.h"
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#include "soh/OTRGlobals.h"
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#include "soh/ResourceManagerHelpers.h"
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@@ -317,6 +318,8 @@ void PadMgr_HandleRetraceMsg(PadMgr* padMgr) {
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osRecvMesg(queue, NULL, OS_MESG_BLOCK);
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osContGetReadData(padMgr->pads);
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Mouse_UpdateAll();
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for (i = 0; i < __osMaxControllers; i++) {
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padMgr->padStatus[i].status = Controller_ShouldRumble(i);
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}
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@@ -7,6 +7,7 @@
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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#include "soh/frame_interpolation.h"
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#include "soh/Enhancements/controls/Mouse.h"
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s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags);
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s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags);
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@@ -1422,6 +1423,8 @@ s32 SetCameraManual(Camera* camera) {
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f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f;
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f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f;
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Mouse_HandleThirdPerson(&newCamX, &newCamY);
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if ((fabsf(newCamX) >= 15.0f || fabsf(newCamY) >= 15.0f) && camera->play->manualCamera == false) {
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camera->play->manualCamera = true;
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@@ -1485,8 +1488,17 @@ s32 Camera_Free(Camera* camera) {
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camera->animState = 0;
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f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.X"), 1.0f));
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f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.Y"), 1.0f));
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f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f;
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f32 newCamY = +D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f;
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/* Disable mouse movement when holding down the shield */
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if (!(camera->player->stateFlags1 & 0x400000)) {
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Mouse_HandleThirdPerson(&newCamX, &newCamY);
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}
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newCamX *= (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.X"), 1.0f));
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newCamY *= (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.Y"), 1.0f));
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bool invertXAxis = (CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) || (!CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) && CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0));
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camera->play->camX += newCamX * (invertXAxis ? -1 : 1);
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