Improve mouse hiding logic (#2163)

* Improve mouse hiding logic

* Restore ImGui logic
This commit is contained in:
Luke Street
2026-07-02 00:03:18 -06:00
committed by GitHub
parent 09f087656a
commit f32e069c4b
5 changed files with 82 additions and 60 deletions
+4 -4
View File
@@ -4,9 +4,9 @@
namespace dusk::mouse {
void read();
void getAimDeltas(float& out_yaw, float& out_pitch);
void getCameraDeltas(float& out_yaw, float& out_pitch);
void get_aim_deltas(float& out_yaw, float& out_pitch);
void get_camera_deltas(float& out_yaw, float& out_pitch);
void handle_event(const SDL_Event& event) noexcept;
void onFocusLost();
void onFocusGained();
void on_focus_lost();
void on_focus_gained();
} // namespace dusk::mouse
+1 -1
View File
@@ -156,7 +156,7 @@ BOOL daAlink_c::setBodyAngleToCamera() {
f32 final_yaw = 0.f;
f32 final_pitch = 0.f;
if (dusk::getSettings().game.enableMouseAim) {
dusk::mouse::getAimDeltas(final_yaw, final_pitch);
dusk::mouse::get_aim_deltas(final_yaw, final_pitch);
}
if (dusk::getSettings().game.enableGyroAim) {
f32 gyro_yaw = 0.f;
+1 -1
View File
@@ -7716,7 +7716,7 @@ bool dCamera_c::freeCamera() {
f32 yaw_rad = 0.0f;
f32 pitch_rad = 0.0f;
dusk::mouse::getCameraDeltas(yaw_rad, pitch_rad);
dusk::mouse::get_camera_deltas(yaw_rad, pitch_rad);
if (dusk::getSettings().game.enableMouseCamera && (yaw_rad != 0.0f || pitch_rad != 0.0f) &&
!dComIfGp_checkCameraAttentionStatus(dComIfGp_getPlayerCameraID(0), 0x8))
{
+74 -52
View File
@@ -1,54 +1,69 @@
#include "dusk/mouse.h"
#include "d/actor/d_a_alink.h"
#include "d/d_com_inf_game.h"
#include "dusk/menu_pointer.h"
#include "dusk/settings.h"
#include "dusk/ui/ui.hpp"
#include "d/actor/d_a_alink.h"
#include "d/d_com_inf_game.h"
#include <aurora/lib/window.hpp>
#include <imgui.h>
#include <SDL3/SDL_mouse.h>
#include <SDL3/SDL_video.h>
#include <aurora/lib/window.hpp>
#include <imgui.h>
#include <chrono>
namespace dusk::mouse {
namespace {
constexpr float kMousePixelToRad = 0.0025f;
constexpr int kIdleHideFrames = 99; // Approx. 3 seconds with 33ms ticks
using Clock = std::chrono::steady_clock;
float s_aim_yaw_rad = 0.0f;
float s_aim_pitch_rad = 0.0f;
float s_camera_yaw_rad = 0.0f;
constexpr float kMousePixelToRad = 0.0025f;
constexpr auto kCursorIdleDuration = std::chrono::seconds(1);
float s_aim_yaw_rad = 0.0f;
float s_aim_pitch_rad = 0.0f;
float s_camera_yaw_rad = 0.0f;
float s_camera_pitch_rad = 0.0f;
int s_idle_frames = 0;
Clock::time_point s_last_cursor_motion = Clock::now();
void reset_deltas() {
s_aim_yaw_rad = s_aim_pitch_rad = 0.0f;
s_camera_yaw_rad = s_camera_pitch_rad = 0.0f;
}
bool queryMouseAimContext() {
bool query_mouse_aim_context() {
return getSettings().game.enableMouseAim.getValue() && dCamera_c::isAimActive();
}
bool wantMouseCapture() {
return getSettings().game.enableMouseCamera.getValue() || queryMouseAimContext();
bool want_mouse_capture() {
return getSettings().game.enableMouseCamera.getValue() || query_mouse_aim_context();
}
bool isWindowFocused(SDL_Window* window) {
bool mouse_input_enabled() {
const auto& game = getSettings().game;
return game.enableMouseAim.getValue() || game.enableMouseCamera.getValue();
}
bool is_window_focused(SDL_Window* window) {
if (window == nullptr) {
return false;
}
return (SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
bool shouldCaptureMouse(SDL_Window* window) {
if (window == nullptr || ui::any_document_visible() || menu_pointer::active()) {
return false;
}
return wantMouseCapture() && isWindowFocused(window);
bool imgui_windows_visible() {
return ImGui::GetIO().MetricsRenderWindows > 0;
}
bool syncCaptureState(SDL_Window* window, bool should_capture) {
bool should_capture_mouse(SDL_Window* window) {
if (window == nullptr || ui::any_document_visible() || imgui_windows_visible() ||
menu_pointer::active())
{
return false;
}
return want_mouse_capture() && is_window_focused(window);
}
bool sync_capture_state(SDL_Window* window, bool should_capture) {
if (window == nullptr) {
reset_deltas();
return false;
@@ -78,7 +93,7 @@ bool syncCaptureState(SDL_Window* window, bool should_capture) {
return is_captured;
}
void accumulateDeltas(float mx_rel, float my_rel, bool camera_active, bool aim_active) {
void accumulate_deltas(float mx_rel, float my_rel, bool camera_active, bool aim_active) {
const auto& game = getSettings().game;
const bool mirror_mode = game.enableMirrorMode.getValue();
const bool invert_y = game.invertMouseY.getValue();
@@ -114,57 +129,62 @@ void set_cursor_visible(bool visible) {
}
}
void update_cursor_visibility(SDL_Window* window, bool captured) {
if (window == nullptr || !isWindowFocused(window)) {
return;
}
bool cursor_idle() {
return Clock::now() - s_last_cursor_motion >= kCursorIdleDuration;
}
bool should_show_cursor(bool captured) {
if (captured) {
s_idle_frames = 0;
set_cursor_visible(false);
return false;
}
if (ui::any_document_visible()) {
return true;
}
if (imgui_windows_visible()) {
return true;
}
if (menu_pointer::enabled() && menu_pointer::active()) {
return true;
}
if (mouse_input_enabled()) {
return false;
}
return !cursor_idle();
}
void update_cursor_visibility(SDL_Window* window, bool captured) {
if (window == nullptr || !is_window_focused(window)) {
return;
}
const ImGuiIO& io = ImGui::GetIO();
if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) {
s_idle_frames = 0;
set_cursor_visible(true);
return;
}
if (s_idle_frames < kIdleHideFrames) {
++s_idle_frames;
set_cursor_visible(true);
} else {
set_cursor_visible(false);
}
set_cursor_visible(should_show_cursor(captured));
}
} // namespace
void read() {
SDL_Window* window = aurora::window::get_sdl_window();
const bool capture_active = syncCaptureState(window, shouldCaptureMouse(window));
const bool capture_active = sync_capture_state(window, should_capture_mouse(window));
update_cursor_visibility(window, capture_active);
if (!capture_active) {
return;
}
const bool aim_active = capture_active && queryMouseAimContext();
const bool aim_active = capture_active && query_mouse_aim_context();
const bool camera_active = capture_active && getSettings().game.enableMouseCamera;
float mx_rel = 0.0f;
float my_rel = 0.0f;
SDL_GetRelativeMouseState(&mx_rel, &my_rel);
accumulateDeltas(mx_rel, my_rel, camera_active, aim_active);
accumulate_deltas(mx_rel, my_rel, camera_active, aim_active);
}
void getAimDeltas(float& out_yaw, float& out_pitch) {
void get_aim_deltas(float& out_yaw, float& out_pitch) {
out_yaw = s_aim_yaw_rad;
out_pitch = s_aim_pitch_rad;
}
void getCameraDeltas(float& out_yaw, float& out_pitch) {
void get_camera_deltas(float& out_yaw, float& out_pitch) {
out_yaw = 0.0f;
out_pitch = 0.0f;
@@ -178,26 +198,28 @@ void getCameraDeltas(float& out_yaw, float& out_pitch) {
void handle_event(const SDL_Event& event) noexcept {
switch (event.type) {
case SDL_EVENT_MOUSE_MOTION:
s_last_cursor_motion = Clock::now();
break;
case SDL_EVENT_WINDOW_FOCUS_LOST:
onFocusLost();
on_focus_lost();
break;
case SDL_EVENT_WINDOW_FOCUS_GAINED:
onFocusGained();
on_focus_gained();
break;
}
}
void onFocusLost() {
void on_focus_lost() {
SDL_Window* window = aurora::window::get_sdl_window();
if (window != nullptr) {
syncCaptureState(window, false);
sync_capture_state(window, false);
}
s_idle_frames = 0;
set_cursor_visible(true);
}
void onFocusGained() {
void on_focus_gained() {
SDL_Window* window = aurora::window::get_sdl_window();
syncCaptureState(window, shouldCaptureMouse(window));
sync_capture_state(window, should_capture_mouse(window));
}
} // namespace dusk::mouse
+2 -2
View File
@@ -249,12 +249,12 @@ void main01(void) {
goto eventsDone;
case AURORA_PAUSED:
dusk::audio::SetPaused(true);
dusk::mouse::onFocusLost();
dusk::mouse::on_focus_lost();
break;
case AURORA_UNPAUSED:
dusk::audio::SetPaused(false);
dusk::game_clock::reset_frame_timer();
dusk::mouse::onFocusGained();
dusk::mouse::on_focus_gained();
break;
case AURORA_SDL_EVENT:
dusk::mouse::handle_event(event->sdl);