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	Preventing mouse inputs when game shouldn't have them
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					 1 changed files with 10 additions and 3 deletions
				
			
		|  | @ -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(); | ||||
| } | ||||
| 
 | ||||
|  |  | |||
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