Preventing mouse inputs when game shouldn't have them

This commit is contained in:
LT-Schmiddy 2025-05-31 00:38:19 -04:00
parent 62931374c9
commit cb268583a1

View file

@ -678,10 +678,11 @@ bool recomp::get_input_digital(const recomp::InputField& field) {
// TODO adjustable threshold
return controller_axis_state(field.input_id, true) >= axis_threshold;
case InputType::Mouse:
//std::cout << "Mouse State: " << InputState.mouse_button_state << "\n";
if (recomp::game_input_disabled()) {
return false;
}
return (InputState.mouse_button_state.load() & InputState.mouse_button_mask.load()) & (1 << field.input_id);
// TODO mouse support
return false;
case InputType::None:
return false;
}
@ -710,10 +711,16 @@ void recomp::get_mouse_deltas(float* x, float* y) {
}
int32_t recomp::get_mouse_wheel_pos() {
if (recomp::game_input_disabled()) {
return 0;
}
return InputState.mouse_wheel_pos.load();
}
uint32_t recomp::get_mouse_buttons() {
if (recomp::game_input_disabled()) {
return 0;
}
return InputState.mouse_button_state.load();
}