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@ -398,15 +398,20 @@ namespace MWInput
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// We keep track of our own mouse position, so that moving the mouse while in
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// game mode does not move the position of the GUI cursor
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mGuiCursorX += xAxis * dt * 1500.0f * mInvUiScalingFactor;
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mGuiCursorY += yAxis * dt * 1500.0f * mInvUiScalingFactor;
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mMouseWheel -= static_cast<int>(zAxis * dt * 1500.0f);
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float xmove = xAxis * dt * 1500.0f * mInvUiScalingFactor;
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float ymove = yAxis * dt * 1500.0f * mInvUiScalingFactor;
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if (xmove != 0|| ymove != 0)
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{
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mGuiCursorX += xmove;
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mGuiCursorY += ymove;
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mMouseWheel -= static_cast<int>(zAxis * dt * 1500.0f);
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mGuiCursorX = std::max(0.f, std::min(mGuiCursorX, float(viewSize.width)));
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mGuiCursorY = std::max(0.f, std::min(mGuiCursorY, float(viewSize.height)));
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mGuiCursorX = std::max(0.f, std::min(mGuiCursorX, float(viewSize.width-1)));
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mGuiCursorY = std::max(0.f, std::min(mGuiCursorY, float(viewSize.height-1)));
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MyGUI::InputManager::getInstance().injectMouseMove(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), mMouseWheel);
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mInputManager->warpMouse(static_cast<int>(mGuiCursorX/mInvUiScalingFactor), static_cast<int>(mGuiCursorY/mInvUiScalingFactor));
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MyGUI::InputManager::getInstance().injectMouseMove(static_cast<int>(mGuiCursorX), static_cast<int>(mGuiCursorY), mMouseWheel);
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mInputManager->warpMouse(static_cast<int>(mGuiCursorX/mInvUiScalingFactor), static_cast<int>(mGuiCursorY/mInvUiScalingFactor));
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}
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}
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if (mMouseLookEnabled)
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{
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