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authorerorcun <erorcunerorcun@hotmail.com.tr>2020-11-16 13:28:10 +0100
committererorcun <erorcunerorcun@hotmail.com.tr>2020-11-16 13:28:10 +0100
commit3b1debaa0d5341bdb954654503424fb12b529894 (patch)
tree5edcb5ae70080282c2a581a0f53824479daeff0e
parentMerge pull request #723 from myfreeweb/master (diff)
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-rw-r--r--src/core/Frontend.cpp9
-rw-r--r--src/core/main.cpp4
-rw-r--r--src/skel/glfw/glfw.cpp20
3 files changed, 23 insertions, 10 deletions
diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp
index 4be23b77..ffcd8b30 100644
--- a/src/core/Frontend.cpp
+++ b/src/core/Frontend.cpp
@@ -5529,8 +5529,15 @@ CMenuManager::SwitchMenuOnAndOff()
gMusicPlaying = 0;
}
*/
- if (m_bMenuActive != menuWasActive)
+ if (m_bMenuActive != menuWasActive) {
m_bMenuStateChanged = true;
+
+ // Keep mouse centered while in game. Done in main.cpp in other conditions.
+ // IMPROVED_VIDEOMODE because otherwise there is no way for windowed mode.
+#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
+ glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, m_bMenuActive && m_nPrefsWindowed ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
+#endif
+ }
m_bStartUpFrontEndRequested = false;
m_bShutDownFrontEndRequested = false;
diff --git a/src/core/main.cpp b/src/core/main.cpp
index cd234588..157776e0 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -1090,9 +1090,9 @@ Idle(void *arg)
if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
TheCamera.GetScreenFadeStatus() != FADE_2)
{
-#ifdef GTA_PC
+ // This is from SA, but it's nice for windowed mode
+#if defined(GTA_PC) && !defined(RW_GL3)
if (!FrontEndMenuManager.m_bRenderGameInMenu) {
- // This is from SA, but it's nice for windowed mode
RwV2d pos;
pos.x = SCREEN_WIDTH / 2.0f;
pos.y = SCREEN_HEIGHT / 2.0f;
diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp
index d8d168c5..86abca64 100644
--- a/src/skel/glfw/glfw.cpp
+++ b/src/skel/glfw/glfw.cpp
@@ -885,7 +885,13 @@ void _InputInitialiseJoys()
long _InputInitialiseMouse()
{
+#ifdef IMPROVED_VIDEOMODE
+ // May be windowed, transition will be handled in CMenuManager::SwitchMenuOnAndOff()
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+#else
+ // Always fullscreen, disable mouse
+ glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+#endif
return 0;
}
@@ -1416,11 +1422,13 @@ _InputTranslateShiftKeyUpDown(RsKeyCodes *rs) {
// TODO this only works in frontend(and luckily only frontend use this). Fun fact: if I get pos manually in game, glfw reports that it's > 32000
void
cursorCB(GLFWwindow* window, double xpos, double ypos) {
- int bufw, bufh, winw, winh;
- glfwGetWindowSize(window, &winw, &winh);
- glfwGetFramebufferSize(window, &bufw, &bufh);
- FrontEndMenuManager.m_nMouseTempPosX = xpos * (bufw / winw);
- FrontEndMenuManager.m_nMouseTempPosY = ypos * (bufh / winh);
+ if (!FrontEndMenuManager.m_bMenuActive)
+ return;
+
+ int winw, winh;
+ glfwGetWindowSize(PSGLOBAL(window), &winw, &winh);
+ FrontEndMenuManager.m_nMouseTempPosX = xpos * (RsGlobal.maximumWidth / winw);
+ FrontEndMenuManager.m_nMouseTempPosY = ypos * (RsGlobal.maximumHeight / winh);
}
void
@@ -1648,8 +1656,6 @@ main(int argc, char *argv[])
#endif
{
glfwPollEvents();
- glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR,
- (FrontEndMenuManager.m_bMenuActive && !PSGLOBAL(fullScreen)) ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
if( ForegroundApp )
{
switch ( gGameState )