#include "dusk/mouse.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 #include #include #include namespace dusk::mouse { namespace { constexpr float kMousePixelToRad = 0.0025f; constexpr int kIdleHideFrames = 99; // Approx. 3 seconds with 33ms ticks 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; 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() { return getSettings().game.enableMouseAim.getValue() && dCamera_c::isAimActive(); } bool wantMouseCapture() { return getSettings().game.enableMouseCamera.getValue() || queryMouseAimContext(); } bool isWindowFocused(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 syncCaptureState(SDL_Window* window, bool should_capture) { if (window == nullptr) { reset_deltas(); return false; } const bool was_captured = SDL_GetWindowRelativeMouseMode(window); if (was_captured != should_capture) { SDL_SetWindowMouseGrab(window, should_capture); SDL_SetWindowRelativeMouseMode(window, should_capture); } const bool is_captured = SDL_GetWindowRelativeMouseMode(window); if (is_captured && !was_captured) { const AuroraWindowSize sz = aurora::window::get_window_size(); const float cx = static_cast(sz.width) * 0.5f; const float cy = static_cast(sz.height) * 0.5f; SDL_WarpMouseInWindow(window, cx, cy); float discard_x = 0.0f; float discard_y = 0.0f; SDL_GetRelativeMouseState(&discard_x, &discard_y); } if (!is_captured) { reset_deltas(); } return is_captured; } void accumulateDeltas(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(); if (aim_active) { const float aimSens = game.mouseAimSensitivity.getValue(); s_aim_yaw_rad = -mx_rel * kMousePixelToRad * aimSens; s_aim_pitch_rad = my_rel * kMousePixelToRad * aimSens; s_aim_yaw_rad = mirror_mode ? -s_aim_yaw_rad : s_aim_yaw_rad; s_aim_pitch_rad = invert_y ? -s_aim_pitch_rad : s_aim_pitch_rad; } else { s_aim_yaw_rad = s_aim_pitch_rad = 0.0f; } if (camera_active) { const float camSens = game.mouseCameraSensitivity.getValue(); s_camera_yaw_rad = -mx_rel * kMousePixelToRad * camSens; s_camera_pitch_rad = -my_rel * kMousePixelToRad * camSens; s_camera_yaw_rad = mirror_mode ? -s_camera_yaw_rad : s_camera_yaw_rad; s_camera_pitch_rad = invert_y ? -s_camera_pitch_rad : s_camera_pitch_rad; } else { s_camera_yaw_rad = s_camera_pitch_rad = 0.0f; } } void set_cursor_visible(bool visible) { if (visible) { ImGui::GetIO().ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange; SDL_ShowCursor(); } else { ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange; SDL_HideCursor(); } } void update_cursor_visibility(SDL_Window* window, bool captured) { if (window == nullptr || !isWindowFocused(window)) { return; } if (captured) { s_idle_frames = 0; set_cursor_visible(false); 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); } } } // namespace void read() { SDL_Window* window = aurora::window::get_sdl_window(); const bool capture_active = syncCaptureState(window, shouldCaptureMouse(window)); update_cursor_visibility(window, capture_active); if (!capture_active) { return; } const bool aim_active = capture_active && queryMouseAimContext(); 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); } void getAimDeltas(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) { out_yaw = 0.0f; out_pitch = 0.0f; if (!getSettings().game.enableMouseCamera) { return; } out_yaw = s_camera_yaw_rad; out_pitch = s_camera_pitch_rad; } void handle_event(const SDL_Event& event) noexcept { switch (event.type) { case SDL_EVENT_WINDOW_FOCUS_LOST: onFocusLost(); break; case SDL_EVENT_WINDOW_FOCUS_GAINED: onFocusGained(); break; } } void onFocusLost() { SDL_Window* window = aurora::window::get_sdl_window(); if (window != nullptr) { syncCaptureState(window, false); } s_idle_frames = 0; set_cursor_visible(true); } void onFocusGained() { SDL_Window* window = aurora::window::get_sdl_window(); syncCaptureState(window, shouldCaptureMouse(window)); } } // namespace dusk::mouse