make mouse movement and capture depend on window focus

This commit is contained in:
veclavtalica 2025-01-14 02:07:54 +03:00
parent dbe6217e24
commit 86bf16b680
3 changed files with 17 additions and 2 deletions

View File

@ -82,6 +82,8 @@ typedef struct EngineContext {
bool resync_flag;
bool was_successful;
bool render_double_buffered;
/* signals mouse focus, used to disable mouse capture */
bool window_mouse_resident;
} EngineContext;
/* TODO: does it need to be marked with TWN_API? */

View File

@ -218,7 +218,7 @@ void input_state_deinit(InputState *input) {
void input_state_update(InputState *input) {
/* TODO: don't spam it if it happens */
if (SDL_SetRelativeMouseMode(ctx.game_copy.mouse_capture) != 0)
if (SDL_SetRelativeMouseMode(ctx.game_copy.mouse_capture && ctx.window_mouse_resident) != 0)
log_warn("(%s) Mouse capture isn't supported.", __func__);
int x, y;
@ -231,6 +231,8 @@ void input_state_update(InputState *input) {
input->mouse_relative_position = (Vec2){ (float)x, (float)y };
ctx.game.mouse_position = input->mouse_window_position;
if (ctx.window_mouse_resident)
ctx.game.mouse_movement = input->mouse_relative_position;
for (size_t i = 0; i < shlenu(input->action_hash); ++i) {

View File

@ -42,6 +42,16 @@ static int event_callback(void *userdata, SDL_Event *event) {
ctx.resync_flag = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST: {
ctx.window_mouse_resident = false;
break;
}
case SDL_WINDOWEVENT_FOCUS_GAINED: {
ctx.window_mouse_resident = true;
break;
}
default:
break;
}
@ -706,6 +716,7 @@ static bool initialize(void) {
*/
ctx.render_double_buffered = true;
ctx.window_mouse_resident = true;
return true;