Implement relative mouse mode (raw input) for SDL platform
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@@ -79,6 +79,7 @@ Delegate<const Float2&, MouseButton> Input::MouseUp;
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Delegate<const Float2&, MouseButton> Input::MouseDoubleClick;
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Delegate<const Float2&, float> Input::MouseWheel;
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Delegate<const Float2&> Input::MouseMove;
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Delegate<const Float2&> Input::MouseMoveRelative;
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Action Input::MouseLeave;
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Delegate<const Float2&, int32> Input::TouchDown;
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Delegate<const Float2&, int32> Input::TouchMove;
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@@ -209,6 +210,14 @@ void Mouse::OnMouseMove(const Float2& position, Window* target)
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e.MouseData.Position = position;
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}
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void Mouse::OnMouseMoveRelative(const Float2& positionRelative, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::MouseMoveRelative;
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e.Target = target;
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e.MouseMovementData.PositionRelative = positionRelative;
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}
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void Mouse::OnMouseLeave(Window* target)
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{
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Event& e = _queue.AddOne();
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@@ -274,6 +283,11 @@ bool Mouse::Update(EventQueue& queue)
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_state.MousePosition = e.MouseData.Position;
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break;
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}
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case EventType::MouseMoveRelative:
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{
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_state.MousePosition += e.MouseMovementData.PositionRelative;
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break;
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}
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case EventType::MouseLeave:
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{
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break;
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@@ -731,6 +745,9 @@ void InputService::Update()
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case InputDevice::EventType::MouseMove:
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window->OnMouseMove(window->ScreenToClient(e.MouseData.Position));
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break;
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case InputDevice::EventType::MouseMoveRelative:
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window->OnMouseMoveRelative(e.MouseMovementData.PositionRelative);
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break;
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case InputDevice::EventType::MouseLeave:
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window->OnMouseLeave();
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break;
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@@ -787,6 +804,9 @@ void InputService::Update()
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case InputDevice::EventType::MouseMove:
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Input::MouseMove(e.MouseData.Position);
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break;
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case InputDevice::EventType::MouseMoveRelative:
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Input::MouseMoveRelative(e.MouseMovementData.PositionRelative);
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break;
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case InputDevice::EventType::MouseLeave:
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Input::MouseLeave();
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break;
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@@ -1000,12 +1020,14 @@ void InputService::Update()
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}
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}
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#if !PLATFORM_SDL
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// Lock mouse if need to
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const auto lockMode = Screen::GetCursorLock();
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if (lockMode == CursorLockMode::Locked)
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{
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Input::SetMousePosition(Screen::GetSize() * 0.5f);
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}
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#endif
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// Send events for the active actions and axes (send events only in play mode)
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if (!Time::GetGamePaused())
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