Mouse Look ported to camera_rebase
With check for settings SDL_SetRelativeMouseMode only if Mouse Look is enabled. We always send regards to Fastblitters.
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@ -16,6 +16,7 @@
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#define NC_OPTION _("OPTIONS")
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#define NC_HIGHLIGHT _("O")
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#define NC_ANALOGUE _("Analogue Camera")
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#define NC_MOUSE _("Mouse Look")
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/**
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* Global Symbols
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@ -97,6 +97,7 @@ u8 newcam_invertY;
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u8 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
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u8 newcam_aggression; //How much the camera tries to centre itself to Mario's facing and movement.
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u8 newcam_analogue; //Wether to accept inputs from a player 2 joystick, and then disables C button input.
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u8 newcam_mouse; // Whether to accept mouse input
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s16 newcam_distance_values[] = {750,1250,2000};
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u8 newcam_active = 1; // basically the thing that governs if newcam is on.
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u16 newcam_mode;
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@ -109,12 +110,15 @@ f32 newcam_option_timer = 0;
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u8 newcam_option_index = 0;
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u8 newcam_option_scroll = 0;
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u8 newcam_option_scroll_last = 0;
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u8 newcam_total = 7; //How many options there are in newcam_uptions.
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u8 newcam_total = 8; //How many options there are in newcam_uptions.
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u8 newcam_options[][64] = {{NC_ANALOGUE}, {NC_CAMX}, {NC_CAMY}, {NC_INVERTX}, {NC_INVERTY}, {NC_CAMC}, {NC_CAMP}};
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u8 newcam_options[][64] = {{NC_ANALOGUE}, {NC_MOUSE}, {NC_CAMX}, {NC_CAMY}, {NC_INVERTX}, {NC_INVERTY}, {NC_CAMC}, {NC_CAMP}};
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u8 newcam_flags[][64] = {{NC_DISABLED}, {NC_ENABLED}};
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u8 newcam_strings[][64] = {{NC_BUTTON}, {NC_BUTTON2}, {NC_OPTION}, {NC_HIGHLIGHT}};
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extern int mouse_x;
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extern int mouse_y;
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///This is called at every level initialisation.
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void newcam_init(struct Camera *c, u8 dv)
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{
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@ -370,6 +374,12 @@ static void newcam_rotate_button(void)
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else
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newcam_tilt_acc -= (newcam_tilt_acc*(DEGRADE));
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}
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if (newcam_mouse == 1)
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{
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newcam_yaw += mouse_x * 16;
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newcam_tilt += mouse_y * 16;
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}
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}
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static void newcam_zoom_button(void)
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@ -690,24 +700,27 @@ void newcam_change_setting(u8 toggle)
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newcam_analogue ^= 1;
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break;
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case 1:
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newcam_mouse ^= 1;
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break;
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case 2:
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if (newcam_sensitivityX > 10 && newcam_sensitivityX < 250)
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newcam_sensitivityX += toggle;
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break;
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case 2:
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case 3:
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if (newcam_sensitivityY > 10 && newcam_sensitivityY < 250)
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newcam_sensitivityY += toggle;
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break;
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case 3:
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case 4:
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newcam_invertX ^= 1;
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break;
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case 4:
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case 5:
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newcam_invertY ^= 1;
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break;
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case 5:
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case 6:
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if (newcam_aggression > 0 && newcam_aggression < 100)
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newcam_aggression += toggle;
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break;
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case 6:
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case 7:
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if (newcam_panlevel > 0 && newcam_panlevel < 100)
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newcam_panlevel += toggle;
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break;
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@ -765,24 +778,27 @@ void newcam_display_options()
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newcam_text(160,scroll-12,newcam_flags[newcam_analogue],newcam_option_selection-i);
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break;
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case 1:
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newcam_text(160,scroll-12,newcam_flags[newcam_mouse],newcam_option_selection-i);
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break;
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case 2:
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int_to_str(newcam_sensitivityX,newstring);
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newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
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break;
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case 2:
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case 3:
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int_to_str(newcam_sensitivityY,newstring);
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newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
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break;
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case 3:
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case 4:
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newcam_text(160,scroll-12,newcam_flags[newcam_invertX],newcam_option_selection-i);
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break;
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case 4:
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case 5:
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newcam_text(160,scroll-12,newcam_flags[newcam_invertY],newcam_option_selection-i);
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break;
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case 5:
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case 6:
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int_to_str(newcam_aggression,newstring);
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newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
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break;
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case 6:
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case 7:
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int_to_str(newcam_panlevel,newstring);
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newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
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break;
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@ -14,16 +14,24 @@
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extern int16_t rightx;
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extern int16_t righty;
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int mouse_x;
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int mouse_y;
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extern u8 newcam_mouse;
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static bool init_ok;
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static SDL_GameController *sdl_cntrl;
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static void controller_sdl_init(void) {
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if (SDL_Init(SDL_INIT_GAMECONTROLLER) != 0) {
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if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS) != 0) {
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fprintf(stderr, "SDL init error: %s\n", SDL_GetError());
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return;
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}
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if (newcam_mouse == 1)
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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init_ok = true;
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}
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@ -32,7 +40,15 @@ static void controller_sdl_read(OSContPad *pad) {
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return;
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}
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if (newcam_mouse == 1)
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SDL_SetRelativeMouseMode(SDL_TRUE);
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else
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_GameControllerUpdate();
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) {
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SDL_GameControllerClose(sdl_cntrl);
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