Merge branch 'master' into jgrpp

# Conflicts:
#	src/console.cpp
#	src/os/os2/os2.cpp
#	src/os/unix/font_unix.cpp
#	src/strgen/strgen.h
#	src/strgen/strgen_base.cpp
#	src/table/settings/gui_settings.ini
This commit is contained in:
Jonathan G Rennison
2023-09-02 20:46:57 +01:00
24 changed files with 240 additions and 362 deletions

View File

@@ -2230,77 +2230,39 @@ void SetAnimatedMouseCursor(const AnimCursor *table)
}
/**
* Update cursor position on mouse movement for relative modes.
* Update cursor position based on a relative change.
*
* @param delta_x How much change in the X position.
* @param delta_y How much change in the Y position.
*/
void CursorVars::UpdateCursorPositionRelative(int delta_x, int delta_y)
{
if (this->fix_at) {
this->delta.x = delta_x;
this->delta.y = delta_y;
} else {
int last_position_x = this->pos.x;
int last_position_y = this->pos.y;
assert(this->fix_at);
this->pos.x = Clamp(this->pos.x + delta_x, 0, _cur_resolution.width - 1);
this->pos.y = Clamp(this->pos.y + delta_y, 0, _cur_resolution.height - 1);
this->delta.x = last_position_x - this->pos.x;
this->delta.y = last_position_y - this->pos.y;
this->dirty = true;
}
this->delta.x = delta_x;
this->delta.y = delta_y;
}
/**
* Update cursor position on mouse movement.
* @param x New X position.
* @param y New Y position.
* @param queued_warp True, if the OS queues mouse warps after pending mouse movement events.
* False, if the warp applies instantaneous.
* @return true, if the OS cursor position should be warped back to this->pos.
*/
bool CursorVars::UpdateCursorPosition(int x, int y, bool queued_warp)
bool CursorVars::UpdateCursorPosition(int x, int y)
{
/* Detecting relative mouse movement is somewhat tricky.
* - There may be multiple mouse move events in the video driver queue (esp. when OpenTTD lags a bit).
* - When we request warping the mouse position (return true), a mouse move event is appended at the end of the queue.
*
* So, when this->fix_at is active, we use the following strategy:
* - The first movement triggers the warp to reset the mouse position.
* - Subsequent events have to compute movement relative to the previous event.
* - The relative movement is finished, when we receive the event matching the warp.
*/
this->delta.x = x - this->pos.x;
this->delta.y = y - this->pos.y;
if (x == this->pos.x && y == this->pos.y) {
/* Warp finished. */
this->queued_warp = false;
}
this->delta.x = x - (this->queued_warp ? this->last_position.x : this->pos.x);
this->delta.y = y - (this->queued_warp ? this->last_position.y : this->pos.y);
this->last_position.x = x;
this->last_position.y = y;
bool need_warp = false;
if (this->fix_at) {
if (this->delta.x != 0 || this->delta.y != 0) {
/* Trigger warp.
* Note: We also trigger warping again, if there is already a pending warp.
* This makes it more tolerant about the OS or other software in between
* botchering the warp. */
this->queued_warp = queued_warp;
need_warp = true;
}
return this->delta.x != 0 || this->delta.y != 0;
} else if (this->pos.x != x || this->pos.y != y) {
this->queued_warp = false; // Cancel warping, we are no longer confining the position.
this->dirty = true;
this->pos.x = x;
this->pos.y = y;
}
return need_warp;
return false;
}
bool ChangeResInGame(int width, int height)