From cb268583a16be3aa83c2164ff06c0178bd2a8395 Mon Sep 17 00:00:00 2001 From: LT-Schmiddy Date: Sat, 31 May 2025 00:38:19 -0400 Subject: [PATCH] Preventing mouse inputs when game shouldn't have them --- src/game/input.cpp | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/src/game/input.cpp b/src/game/input.cpp index 6a25f71..a02e689 100644 --- a/src/game/input.cpp +++ b/src/game/input.cpp @@ -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(); }