Files
dusklight/src/dusk/mouse.cpp
T
Luke Street f32e069c4b Improve mouse hiding logic (#2163)
* Improve mouse hiding logic

* Restore ImGui logic
2026-07-02 02:03:18 -04:00

226 lines
6.3 KiB
C++

#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 <SDL3/SDL_mouse.h>
#include <SDL3/SDL_video.h>
#include <aurora/lib/window.hpp>
#include <imgui.h>
#include <chrono>
namespace dusk::mouse {
namespace {
using Clock = std::chrono::steady_clock;
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;
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 query_mouse_aim_context() {
return getSettings().game.enableMouseAim.getValue() && dCamera_c::isAimActive();
}
bool want_mouse_capture() {
return getSettings().game.enableMouseCamera.getValue() || query_mouse_aim_context();
}
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 imgui_windows_visible() {
return ImGui::GetIO().MetricsRenderWindows > 0;
}
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;
}
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<float>(sz.width) * 0.5f;
const float cy = static_cast<float>(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 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();
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();
}
}
bool cursor_idle() {
return Clock::now() - s_last_cursor_motion >= kCursorIdleDuration;
}
bool should_show_cursor(bool captured) {
if (captured) {
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;
}
set_cursor_visible(should_show_cursor(captured));
}
} // namespace
void read() {
SDL_Window* window = aurora::window::get_sdl_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 && 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);
accumulate_deltas(mx_rel, my_rel, camera_active, aim_active);
}
void get_aim_deltas(float& out_yaw, float& out_pitch) {
out_yaw = s_aim_yaw_rad;
out_pitch = s_aim_pitch_rad;
}
void get_camera_deltas(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_MOUSE_MOTION:
s_last_cursor_motion = Clock::now();
break;
case SDL_EVENT_WINDOW_FOCUS_LOST:
on_focus_lost();
break;
case SDL_EVENT_WINDOW_FOCUS_GAINED:
on_focus_gained();
break;
}
}
void on_focus_lost() {
SDL_Window* window = aurora::window::get_sdl_window();
if (window != nullptr) {
sync_capture_state(window, false);
}
set_cursor_visible(true);
}
void on_focus_gained() {
SDL_Window* window = aurora::window::get_sdl_window();
sync_capture_state(window, should_capture_mouse(window));
}
} // namespace dusk::mouse