ADDED: cursorLocked variable and review required code #4940 #4955

This commit is contained in:
Ray
2025-08-12 11:33:58 +02:00
parent c4414fa1ed
commit 95e4494cfe
6 changed files with 24 additions and 24 deletions

View File

@@ -560,7 +560,7 @@ void EnableCursor(void)
// Set cursor position in the middle // Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
CORE.Input.Mouse.cursorHidden = false; CORE.Input.Mouse.cursorLocked = false;
} }
// Disables cursor (lock cursor) // Disables cursor (lock cursor)
@@ -569,7 +569,7 @@ void DisableCursor(void)
// Set cursor position in the middle // Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
CORE.Input.Mouse.cursorHidden = true; CORE.Input.Mouse.cursorLocked = true;
} }
// Swap back buffer with front buffer (screen drawing) // Swap back buffer with front buffer (screen drawing)

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@@ -1029,7 +1029,7 @@ void EnableCursor(void)
if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE); if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
CORE.Input.Mouse.cursorHidden = false; CORE.Input.Mouse.cursorLocked = false;
} }
// Disables cursor (lock cursor) // Disables cursor (lock cursor)
@@ -1045,7 +1045,7 @@ void DisableCursor(void)
if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
CORE.Input.Mouse.cursorHidden = true; CORE.Input.Mouse.cursorLocked = true;
} }
// Swap back buffer with front buffer (screen drawing) // Swap back buffer with front buffer (screen drawing)

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@@ -1214,7 +1214,7 @@ void EnableCursor(void)
#endif #endif
platform.cursorRelative = false; platform.cursorRelative = false;
CORE.Input.Mouse.cursorHidden = false; CORE.Input.Mouse.cursorLocked = false;
} }
// Disables cursor (lock cursor) // Disables cursor (lock cursor)
@@ -1223,7 +1223,7 @@ void DisableCursor(void)
SDL_SetRelativeMouseMode(SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE);
platform.cursorRelative = true; platform.cursorRelative = true;
CORE.Input.Mouse.cursorHidden = true; CORE.Input.Mouse.cursorLocked = true;
} }
// Swap back buffer with front buffer (screen drawing) // Swap back buffer with front buffer (screen drawing)

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@@ -556,7 +556,7 @@ void EnableCursor(void)
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
platform.cursorRelative = false; platform.cursorRelative = false;
CORE.Input.Mouse.cursorHidden = false; CORE.Input.Mouse.cursorLocked = false;
} }
// Disables cursor (lock cursor) // Disables cursor (lock cursor)
@@ -566,7 +566,7 @@ void DisableCursor(void)
SetMousePosition(0, 0); SetMousePosition(0, 0);
platform.cursorRelative = true; platform.cursorRelative = true;
CORE.Input.Mouse.cursorHidden = true; CORE.Input.Mouse.cursorLocked = true;
} }
#if defined(SUPPORT_DRM_CACHE) #if defined(SUPPORT_DRM_CACHE)
@@ -2060,7 +2060,7 @@ static void PollMouseEvents(void)
} }
// Screen confinement // Screen confinement
if (!CORE.Input.Mouse.cursorHidden) if (!CORE.Input.Mouse.cursorLocked)
{ {
if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0; if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x; if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;

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@@ -102,8 +102,6 @@ static const char cursorLUT[11][12] = {
"not-allowed" // 10 MOUSE_CURSOR_NOT_ALLOWED "not-allowed" // 10 MOUSE_CURSOR_NOT_ALLOWED
}; };
Vector2 lockedMousePos = { 0 };
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Internal Functions Declaration // Module Internal Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@@ -862,7 +860,7 @@ void EnableCursor(void)
// Set cursor position in the middle // Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback() // NOTE: CORE.Input.Mouse.cursorLocked handled by EmscriptenPointerlockCallback()
} }
// Disables cursor (lock cursor) // Disables cursor (lock cursor)
@@ -874,7 +872,7 @@ void DisableCursor(void)
// Set cursor position in the middle // Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback() // NOTE: CORE.Input.Mouse.cursorLocked handled by EmscriptenPointerlockCallback()
} }
// Swap back buffer with front buffer (screen drawing) // Swap back buffer with front buffer (screen drawing)
@@ -955,7 +953,7 @@ void SetMousePosition(int x, int y)
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
if (CORE.Input.Mouse.cursorHidden) lockedMousePos = CORE.Input.Mouse.currentPosition; if (CORE.Input.Mouse.cursorLocked) CORE.Input.Mouse.lockedPosition = CORE.Input.Mouse.currentPosition;
// NOTE: emscripten not implemented // NOTE: emscripten not implemented
glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y); glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y);
@@ -966,7 +964,7 @@ void SetMouseCursor(int cursor)
{ {
if (CORE.Input.Mouse.cursor != cursor) if (CORE.Input.Mouse.cursor != cursor)
{ {
if (!CORE.Input.Mouse.cursorHidden) EM_ASM( { Module.canvas.style.cursor = UTF8ToString($0); }, cursorLUT[cursor]); if (!CORE.Input.Mouse.cursorLocked) EM_ASM( { Module.canvas.style.cursor = UTF8ToString($0); }, cursorLUT[cursor]);
CORE.Input.Mouse.cursor = cursor; CORE.Input.Mouse.cursor = cursor;
} }
@@ -1573,7 +1571,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
static void MouseMoveCallback(GLFWwindow *window, double x, double y) static void MouseMoveCallback(GLFWwindow *window, double x, double y)
{ {
// If the pointer is not locked, follow the position // If the pointer is not locked, follow the position
if (!CORE.Input.Mouse.cursorHidden) if (!CORE.Input.Mouse.cursorLocked)
{ {
CORE.Input.Mouse.currentPosition.x = (float)x; CORE.Input.Mouse.currentPosition.x = (float)x;
CORE.Input.Mouse.currentPosition.y = (float)y; CORE.Input.Mouse.currentPosition.y = (float)y;
@@ -1641,11 +1639,11 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
// Emscripten: Called on mouse move events // Emscripten: Called on mouse move events
static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
{ {
// To emulate the GLFW_RAW_MOUSE_MOTION property. // To emulate the GLFW_RAW_MOUSE_MOTION property
if (CORE.Input.Mouse.cursorHidden) if (CORE.Input.Mouse.cursorLocked)
{ {
CORE.Input.Mouse.previousPosition.x = lockedMousePos.x - mouseEvent->movementX; CORE.Input.Mouse.previousPosition.x = CORE.Input.Mouse.lockedPosition.x - mouseEvent->movementX;
CORE.Input.Mouse.previousPosition.y = lockedMousePos.y - mouseEvent->movementY; CORE.Input.Mouse.previousPosition.y = CORE.Input.Mouse.lockedPosition.y - mouseEvent->movementY;
} }
return 1; // The event was consumed by the callback handler return 1; // The event was consumed by the callback handler
@@ -1654,12 +1652,12 @@ static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseE
// Emscripten: Called on pointer lock events // Emscripten: Called on pointer lock events
static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData) static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData)
{ {
CORE.Input.Mouse.cursorHidden = EM_ASM_INT( { if (document.pointerLockElement) return 1; }, 0); CORE.Input.Mouse.cursorLocked = EM_ASM_INT( { if (document.pointerLockElement) return 1; }, 0);
if (CORE.Input.Mouse.cursorHidden) if (CORE.Input.Mouse.cursorLocked)
{ {
lockedMousePos = CORE.Input.Mouse.currentPosition; CORE.Input.Mouse.lockedPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Mouse.previousPosition = lockedMousePos; CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.lockedPosition;
} }
return 1; // The event was consumed by the callback handler return 1; // The event was consumed by the callback handler

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@@ -333,9 +333,11 @@ typedef struct CoreData {
Vector2 scale; // Mouse scaling Vector2 scale; // Mouse scaling
Vector2 currentPosition; // Mouse position on screen Vector2 currentPosition; // Mouse position on screen
Vector2 previousPosition; // Previous mouse position Vector2 previousPosition; // Previous mouse position
Vector2 lockedPosition; // Mouse position when locked
int cursor; // Tracks current mouse cursor int cursor; // Tracks current mouse cursor
bool cursorHidden; // Track if cursor is hidden bool cursorHidden; // Track if cursor is hidden
bool cursorLocked; // Track if cursor is locked (disabled)
bool cursorOnScreen; // Tracks if cursor is inside client area bool cursorOnScreen; // Tracks if cursor is inside client area
char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state