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Fix relative mouse mode for DRM (#3492)

pull/3494/head
ubkp 1 year ago
committed by GitHub
parent
commit
ab61bad168
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 30 additions and 4 deletions
  1. +30
    -4
      src/platforms/rcore_drm.c

+ 30
- 4
src/platforms/rcore_drm.c View File

@ -121,6 +121,7 @@ typedef struct {
Vector2 eventWheelMove; // Registers the event mouse wheel variation
// NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update
char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
bool cursorRelative; // Relative cursor mode
// Gamepad data
pthread_t gamepadThreadId; // Gamepad reading thread id
@ -400,6 +401,7 @@ void EnableCursor(void)
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
platform.cursorRelative = false;
CORE.Input.Mouse.cursorHidden = false;
}
@ -409,6 +411,7 @@ void DisableCursor(void)
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
platform.cursorRelative = true;
CORE.Input.Mouse.cursorHidden = true;
}
@ -522,6 +525,13 @@ void PollInputEvents(void)
PollKeyboardEvents();
// Register previous mouse position
if (platform.cursorRelative)
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
}
// Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = platform.eventWheelMove;
@ -1535,8 +1545,16 @@ static void *EventThread(void *arg)
{
if (event.code == REL_X)
{
CORE.Input.Mouse.currentPosition.x += event.value;
CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
if (platform.cursorRelative)
{
CORE.Input.Mouse.currentPosition.x -= event.value;
CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
}
else
{
CORE.Input.Mouse.currentPosition.x += event.value;
CORE.Input.Touch.position[0].x = CORE.Input.Mouse.currentPosition.x;
}
touchAction = 2; // TOUCH_ACTION_MOVE
gestureUpdate = true;
@ -1544,8 +1562,16 @@ static void *EventThread(void *arg)
if (event.code == REL_Y)
{
CORE.Input.Mouse.currentPosition.y += event.value;
CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
if (platform.cursorRelative)
{
CORE.Input.Mouse.currentPosition.y -= event.value;
CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
}
else
{
CORE.Input.Mouse.currentPosition.y += event.value;
CORE.Input.Touch.position[0].y = CORE.Input.Mouse.currentPosition.y;
}
touchAction = 2; // TOUCH_ACTION_MOVE
gestureUpdate = true;

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