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-rw-r--r--src/core/main.cpp12
-rw-r--r--src/skel/glfw/glfw.cpp30
2 files changed, 26 insertions, 16 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp
index 48e0ff76..5786fb4e 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -1188,12 +1188,12 @@ Idle(void *arg)
if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
{
-#ifdef GTA_PC
- // 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;
- RsMouseSetPos(&pos);
+ // This is from SA, but it's nice for windowed mode
+#if defined(GTA_PC) && !defined(RW_GL3)
+ RwV2d pos;
+ pos.x = SCREEN_WIDTH / 2.0f;
+ pos.y = SCREEN_HEIGHT / 2.0f;
+ RsMouseSetPos(&pos);
#endif
#ifdef NEW_RENDERER
if(!gbNewRenderer)
diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp
index fbd40ba2..cac487b1 100644
--- a/src/skel/glfw/glfw.cpp
+++ b/src/skel/glfw/glfw.cpp
@@ -896,9 +896,12 @@ void _InputInitialiseJoys()
}
}
+int lastCursorMode = GLFW_CURSOR_HIDDEN;
long _InputInitialiseMouse(bool exclusive)
{
- glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ // Disabled = keep cursor centered and hide
+ lastCursorMode = exclusive ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_HIDDEN;
+ glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, lastCursorMode);
return 0;
}
@@ -907,10 +910,17 @@ void _InputShutdownMouse()
// Not needed
}
+// Not "needs exclusive" on GLFW, but more like "needs to change mode"
bool _InputMouseNeedsExclusive()
{
- // That was the cause of infamous mouse bug on Win. Not supported on glfw anyway
- return false;
+ // That was the cause of infamous mouse bug on Win.
+
+ RwVideoMode vm;
+ RwEngineGetVideoModeInfo(&vm, GcurSelVM);
+
+ // If windowed, free the cursor on menu(where this func. is called and DISABLED-HIDDEN transition is done accordingly)
+ // If it's fullscreen, be sure that it didn't stuck on HIDDEN.
+ return !(vm.flags & rwVIDEOMODEEXCLUSIVE) || lastCursorMode == GLFW_CURSOR_HIDDEN;
}
void psPostRWinit(void)
@@ -1440,11 +1450,13 @@ _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
@@ -1672,8 +1684,6 @@ 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 )