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Add bindings for controller cursor mode
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5 changed files with 23 additions and 0 deletions
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@ -45,6 +45,7 @@ namespace MWBase
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virtual void processChangedSettings(const std::set<std::pair<std::string, std::string>>& changed) = 0;
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virtual void setDragDrop(bool dragDrop) = 0;
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virtual bool isGamepadGuiCursorEnabled() = 0;
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virtual void setGamepadGuiCursorEnabled(bool enabled) = 0;
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virtual void toggleControlSwitch(std::string_view sw, bool value) = 0;
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@ -102,6 +102,11 @@ namespace MWInput
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mControllerManager->setGamepadGuiCursorEnabled(enabled);
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}
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bool InputManager::isGamepadGuiCursorEnabled()
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{
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return mControllerManager->gamepadGuiCursorEnabled();
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}
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void InputManager::changeInputMode(bool guiMode)
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{
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mControllerManager->setGuiCursorEnabled(guiMode);
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@ -68,6 +68,7 @@ namespace MWInput
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void setDragDrop(bool dragDrop) override;
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void setGamepadGuiCursorEnabled(bool enabled) override;
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bool isGamepadGuiCursorEnabled() override;
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void toggleControlSwitch(std::string_view sw, bool value) override;
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bool getControlSwitch(std::string_view sw) override;
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@ -9,6 +9,7 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/inputmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwinput/actions.hpp"
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namespace sol
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@ -68,6 +69,11 @@ namespace MWLua
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};
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api["isMouseButtonPressed"]
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= [](int button) -> bool { return SDL_GetMouseState(nullptr, nullptr) & SDL_BUTTON(button); };
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api["isGamepadCursorActive"] = [input]() -> bool { return input->isGamepadGuiCursorEnabled(); };
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api["setGamepadCursorActive"] = [input](bool v) {
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input->setGamepadGuiCursorEnabled(v);
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MWBase::Environment::get().getWindowManager()->setCursorActive(v);
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};
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api["getMouseMoveX"] = [input]() { return input->getMouseMoveX(); };
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api["getMouseMoveY"] = [input]() { return input->getMouseMoveY(); };
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api["getAxisValue"] = [input](int axis) {
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@ -29,6 +29,16 @@
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-- @param #number buttonId Button index (see @{openmw.input#CONTROLLER_BUTTON})
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-- @return #boolean
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---
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-- Checks if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
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-- @function [parent=#input] isGamepadCursorActive
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-- @return #boolean
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---
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-- Set if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
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-- @function [parent=#input] setGamepadCursorActive
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-- @param #boolean value
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---
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-- Is `Shift` key pressed.
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-- @function [parent=#input] isShiftPressed
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