fix: fix mouse and controller input handling in container menus
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@@ -21,6 +21,7 @@ IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu()
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m_pointerPos.x = 0.0f;
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m_pointerPos.y = 0.0f;
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m_bPointerDrivenByMouse = false;
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}
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@@ -357,6 +358,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick()
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// If there is any input on sticks, move the pointer.
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if ( ( fabs( fInputX ) >= 0.01f ) || ( fabs( fInputY ) >= 0.01f ) )
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{
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m_bPointerDrivenByMouse = false;
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fInputDirX = ( fInputX > 0.0f ) ? 1.0f : ( fInputX < 0.0f )?-1.0f : 0.0f;
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fInputDirY = ( fInputY > 0.0f ) ? 1.0f : ( fInputY < 0.0f )?-1.0f : 0.0f;
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@@ -692,7 +694,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick()
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// If there is no stick input, and we are over a slot, then snap pointer to slot centre.
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// 4J - TomK - only if this particular component allows so!
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if(CanHaveFocus(eSectionUnderPointer))
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if(!m_bPointerDrivenByMouse && CanHaveFocus(eSectionUnderPointer))
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{
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vPointerPos.x = vSnapPos.x;
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vPointerPos.y = vSnapPos.y;
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@@ -125,6 +125,7 @@ protected:
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eTutorial_State m_previousTutorialState;
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UIVec2D m_pointerPos;
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bool m_bPointerDrivenByMouse;
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// Offset from pointer image top left to centre (we use the centre as the actual pointer).
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float m_fPointerImageOffsetX;
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@@ -187,7 +187,7 @@ void UIScene_AbstractContainerMenu::tick()
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#ifdef _WINDOWS64
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bool mouseActive = (m_iPad == 0 && !KMInput.IsCaptured());
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bool useRawMousePointer = false;
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bool drivePointerFromMouse = false;
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float rawMouseMovieX = 0, rawMouseMovieY = 0;
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int scrollDelta = 0;
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// Map Windows mouse position to the virtual pointer in movie coordinates
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@@ -215,11 +215,13 @@ void UIScene_AbstractContainerMenu::tick()
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rawMouseMovieX = mx;
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rawMouseMovieY = my;
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// Only let the OS cursor drive the menu when the mouse is actively being used.
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// Otherwise a stationary mouse will override the controller cursor every tick.
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useRawMousePointer = mouseMoved || KMInput.IsMouseDown(0) || KMInput.IsMouseDown(1) || KMInput.IsMouseDown(2) || scrollDelta != 0;
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if (useRawMousePointer)
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// Once the mouse has taken over the container cursor, keep following the OS cursor
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// until explicit controller input takes ownership back.
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drivePointerFromMouse = m_bPointerDrivenByMouse || mouseMoved || KMInput.IsMouseDown(0) || KMInput.IsMouseDown(1) || KMInput.IsMouseDown(2) || scrollDelta != 0;
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if (drivePointerFromMouse)
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{
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m_bPointerDrivenByMouse = true;
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m_eCurrTapState = eTapStateNoInput;
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m_pointerPos.x = mx;
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m_pointerPos.y = my;
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}
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@@ -293,7 +295,7 @@ void UIScene_AbstractContainerMenu::tick()
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#ifdef _WINDOWS64
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S32 x, y;
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if (mouseActive && useRawMousePointer)
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if (mouseActive && m_bPointerDrivenByMouse)
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{
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// Send raw mouse position directly as Iggy event to avoid coordinate round-trip errors
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// Scale mouse client coords to the Iggy display space (which was set to getRenderDimensions())
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@@ -386,6 +388,7 @@ void UIScene_AbstractContainerMenu::handleInput(int iPad, int key, bool repeat,
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if(pressed)
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{
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m_bPointerDrivenByMouse = false;
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handled = handleKeyDown(m_iPad, key, repeat);
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}
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}
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