Merge X11+D3D FreeLook feature into DolphinWX
This removes the redundant code and also implements this feature for OSX and Wayland. But so it's dropped for non-wx builds... imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
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@ -1028,6 +1028,59 @@ void CFrame::OnMouse(wxMouseEvent& event)
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event.GetPosition().x, event.GetPosition().y, event.ButtonDown());
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}
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#endif
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// next handlers are all for FreeLook, so we don't need to check them if disabled
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if(!g_Config.bFreeLook)
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{
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event.Skip();
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return;
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}
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// Free look variables
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static bool mouseLookEnabled = false;
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static bool mouseMoveEnabled = false;
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static float lastMouse[2];
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if(event.MiddleDown())
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{
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lastMouse[0] = event.GetX();
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lastMouse[1] = event.GetY();
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mouseMoveEnabled = true;
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}
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else if(event.RightDown())
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{
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lastMouse[0] = event.GetX();
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lastMouse[1] = event.GetY();
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mouseLookEnabled = true;
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}
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else if(event.MiddleUp())
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{
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mouseMoveEnabled = false;
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}
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else if(event.RightUp())
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{
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mouseLookEnabled = false;
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}
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// no button, so it's a move event
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else if(event.GetButton() == wxMOUSE_BTN_NONE)
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{
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if (mouseLookEnabled)
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{
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VertexShaderManager::RotateView((event.GetX() - lastMouse[0]) / 200.0f,
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(event.GetY() - lastMouse[1]) / 200.0f);
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lastMouse[0] = event.GetX();
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lastMouse[1] = event.GetY();
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}
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if (mouseMoveEnabled)
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{
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VertexShaderManager::TranslateView((event.GetX() - lastMouse[0]) / 50.0f,
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(event.GetY() - lastMouse[1]) / 50.0f);
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lastMouse[0] = event.GetX();
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lastMouse[1] = event.GetY();
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}
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}
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event.Skip();
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}
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@ -18,7 +18,6 @@
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#include "Host.h"
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#include "VideoConfig.h"
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#include "../GLInterface.h"
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#include "VertexShaderManager.h"
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#if USE_EGL
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bool cXInterface::ServerConnect(void)
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@ -166,10 +165,6 @@ void cX11Window::DestroyXWindow(void)
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void cX11Window::XEventThread()
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#endif
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{
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// Free look variables
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static bool mouseLookEnabled = false;
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static bool mouseMoveEnabled = false;
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static float lastMouse[2];
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while (GLWin.win)
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{
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XEvent event;
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@ -177,58 +172,6 @@ void cX11Window::XEventThread()
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{
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XNextEvent(GLWin.evdpy, &event);
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switch(event.type) {
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case ButtonPress:
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if (g_Config.bFreeLook)
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{
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switch (event.xbutton.button)
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{
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case 2: // Middle button
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lastMouse[0] = event.xbutton.x;
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lastMouse[1] = event.xbutton.y;
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mouseMoveEnabled = true;
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break;
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case 3: // Right button
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lastMouse[0] = event.xbutton.x;
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lastMouse[1] = event.xbutton.y;
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mouseLookEnabled = true;
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break;
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}
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}
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break;
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case ButtonRelease:
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if (g_Config.bFreeLook)
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{
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switch (event.xbutton.button)
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{
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case 2: // Middle button
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mouseMoveEnabled = false;
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break;
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case 3: // Right button
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mouseLookEnabled = false;
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break;
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}
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}
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break;
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case MotionNotify:
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if (g_Config.bFreeLook)
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{
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if (mouseLookEnabled)
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{
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VertexShaderManager::RotateView((event.xmotion.x - lastMouse[0]) / 200.0f,
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(event.xmotion.y - lastMouse[1]) / 200.0f);
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lastMouse[0] = event.xmotion.x;
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lastMouse[1] = event.xmotion.y;
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}
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if (mouseMoveEnabled)
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{
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VertexShaderManager::TranslateView((event.xmotion.x - lastMouse[0]) / 50.0f,
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(event.xmotion.y - lastMouse[1]) / 50.0f);
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lastMouse[0] = event.xmotion.x;
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lastMouse[1] = event.xmotion.y;
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}
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}
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break;
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case ConfigureNotify:
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GLInterface->SetBackBufferDimensions(event.xconfigure.width, event.xconfigure.height);
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break;
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@ -7,7 +7,6 @@
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#include "VideoConfig.h"
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#include "EmuWindow.h"
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#include "Fifo.h"
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#include "VertexShaderManager.h"
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#include "VideoBackendBase.h"
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#include "Core.h"
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#include "Host.h"
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@ -41,60 +40,8 @@ HWND GetParentWnd()
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return m_hParent;
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}
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void FreeLookInput( UINT iMsg, WPARAM wParam )
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{
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static bool mouseLookEnabled = false;
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static bool mouseMoveEnabled = false;
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static float lastMouse[2];
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POINT point;
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switch(iMsg)
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{
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case WM_MOUSEMOVE:
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if (mouseLookEnabled)
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{
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GetCursorPos(&point);
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VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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if (mouseMoveEnabled)
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{
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GetCursorPos(&point);
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VertexShaderManager::TranslateView((point.x - lastMouse[0]) / 50.0f, (point.y - lastMouse[1]) / 50.0f);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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break;
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case WM_RBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseLookEnabled= true;
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break;
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case WM_MBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseMoveEnabled= true;
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break;
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case WM_RBUTTONUP:
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mouseLookEnabled = false;
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break;
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case WM_MBUTTONUP:
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mouseMoveEnabled = false;
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break;
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}
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}
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LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam )
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{
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if (g_ActiveConfig.bFreeLook)
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FreeLookInput( iMsg, wParam );
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switch( iMsg )
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{
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case WM_PAINT:
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