Lock cursor on first person camera
This commit is contained in:
parent
35c6aff21f
commit
fd1fe3ac14
52
src/camera.h
52
src/camera.h
@ -203,15 +203,14 @@ static int cameraMode = CAMERA_CUSTOM; // Current camera mode
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#if defined(CAMERA_STANDALONE)
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// NOTE: Camera controls depend on some raylib input functions
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// TODO: Set your own input functions (used in UpdateCamera())
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static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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static void SetMousePosition(Vector2 pos) {}
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static void EnableCursor() {} // Unlock cursor
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static void DisableCursor() {} // Lock cursor
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static int IsKeyDown(int key) { return 0; }
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static int IsMouseButtonDown(int button) { return 0;}
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static int GetMouseWheelMove() { return 0; }
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static int GetScreenWidth() { return 1280; }
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static int GetScreenHeight() { return 720; }
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static void ShowCursor() {}
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static void HideCursor() {}
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static int IsKeyDown(int key) { return 0; }
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static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
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#endif
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//----------------------------------------------------------------------------------
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@ -246,14 +245,19 @@ void SetCameraMode(Camera camera, int mode)
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//cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
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playerEyesPosition = camera.position.y;
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// Lock cursor for first person and third person cameras
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if ((mode == CAMERA_FIRST_PERSON) ||
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(mode == CAMERA_THIRD_PERSON)) DisableCursor();
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else EnableCursor();
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cameraMode = mode;
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}
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// Update camera depending on selected mode
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// NOTE: Camera controls depend on some raylib functions:
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// System: EnableCursor(), DisableCursor()
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
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// System: GetScreenWidth(), GetScreenHeight(), ShowCursor(), HideCursor()
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// Keys: IsKeyDown()
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// TODO: Port to quaternion-based camera
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void UpdateCamera(Camera *camera)
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@ -284,36 +288,10 @@ void UpdateCamera(Camera *camera)
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if (cameraMode != CAMERA_CUSTOM)
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{
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// Get screen size
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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if ((cameraMode == CAMERA_FIRST_PERSON) ||
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(cameraMode == CAMERA_THIRD_PERSON))
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{
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HideCursor();
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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if (mousePosition.x < (float)screenHeight/3.0f) SetMousePosition((Vector2){ screenWidth - screenHeight/3, mousePosition.y });
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else if (mousePosition.y < (float)screenHeight/3.0f) SetMousePosition((Vector2){ mousePosition.x, screenHeight - screenHeight/3 });
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else if (mousePosition.x > (screenWidth - (float)screenHeight/3.0f)) SetMousePosition((Vector2){ screenHeight/3, mousePosition.y });
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else if (mousePosition.y > (screenHeight - (float)screenHeight/3.0f)) SetMousePosition((Vector2){ mousePosition.x, screenHeight/3 });
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else
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{
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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}
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}
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else // CAMERA_FREE, CAMERA_ORBITAL
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{
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ShowCursor();
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mousePositionDelta.x = mousePosition.x - previousMousePosition.x;
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mousePositionDelta.y = mousePosition.y - previousMousePosition.y;
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}
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// NOTE: We GetMousePosition() again because it can be modified by a previous SetMousePosition() call
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// If using directly mousePosition variable we have problems on CAMERA_FIRST_PERSON and CAMERA_THIRD_PERSON
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previousMousePosition = GetMousePosition();
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previousMousePosition = mousePosition;
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}
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// Support for multiple automatic camera modes
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21
src/core.c
21
src/core.c
@ -286,6 +286,10 @@ static int gamepadAxisCount = 0; // Register number of available game
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static Vector2 mousePosition; // Mouse position on screen
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#if defined(PLATFORM_WEB)
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static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click
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#endif
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#if defined(SUPPORT_GESTURES_SYSTEM)
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static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
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#endif
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@ -708,6 +712,9 @@ void EnableCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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#endif
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#if defined(PLATFORM_WEB)
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toggleCursorLock = true;
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#endif
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cursorHidden = false;
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}
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@ -717,6 +724,9 @@ void DisableCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
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#if defined(PLATFORM_WEB)
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toggleCursorLock = true;
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#endif
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cursorHidden = true;
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}
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@ -1821,12 +1831,13 @@ static void InitGraphicsDevice(int width, int height)
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const EGLint framebufferAttribs[] =
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{
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
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//EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
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//EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
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EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
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EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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//EGL_ALPHA_SIZE, 8, // ALPHA bit depth
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//EGL_TRANSPARENT_TYPE, EGL_TRANSPARENT_RGB, // Request transparent framebuffer
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EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
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//EGL_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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@ -2744,9 +2755,8 @@ static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboar
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// Register mouse input events
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static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
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{
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/*
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// Lock mouse pointer when click on screen
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if (eventType == EMSCRIPTEN_EVENT_CLICK)
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if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock)
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{
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EmscriptenPointerlockChangeEvent plce;
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emscripten_get_pointerlock_status(&plce);
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@ -2758,8 +2768,9 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
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emscripten_get_pointerlock_status(&plce);
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//if (plce.isActive) TraceLog(WARNING, "Pointer lock exit did not work!");
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}
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toggleCursorLock = false;
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}
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*/
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return 0;
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}
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