resets the cursor position instead of centering it when grabbed

This commit is contained in:
Tim Vincent 2024-01-24 20:38:20 -08:00
parent aef9d27f64
commit 87ff55e938
3 changed files with 11 additions and 53 deletions

View File

@ -83,6 +83,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Render LoD terrain on the character selection screen
- Camera no longer jumps on first mouse event after cursor grab is released on macos
- Updated wgpu. Now supports OpenGL. Dx11 no longer supported.
- Changes center_cursor to be reset_cursor_position so the cursor is effectively grabbed
### Removed
- Medium and large potions from all loot tables

View File

@ -78,8 +78,7 @@ use crate::{
},
settings::chat::ChatFilter,
ui::{
self, fonts::Fonts, img_ids::Rotations, slot, slot::SlotKey, Graphic, Ingameable,
ScaleMode, Ui,
fonts::Fonts, img_ids::Rotations, slot, slot::SlotKey, Graphic, Ingameable, ScaleMode, Ui,
},
window::Event as WinEvent,
GlobalState,
@ -1144,32 +1143,6 @@ impl Show {
self.social_search_key = search_key;
}
/// If all of the menus are closed, adjusts coordinates of cursor to center
/// of screen
fn toggle_cursor_on_menu_close(&self, global_state: &mut GlobalState, ui: &mut Ui) {
if !self.bag
&& !self.trade
&& !self.esc_menu
&& !self.map
&& !self.social
&& !self.quest
&& !self.crafting
&& !self.diary
&& !self.help
&& !self.intro
&& global_state.window.is_cursor_grabbed()
{
ui.handle_event(ui::Event(
conrod_core::input::Motion::MouseCursor { x: 0.0, y: 0.0 }.into(),
));
//TODO: An underlying OS call in winit is causing the camera to jump upon the
// next mouse movement event in macos https://github.com/rust-windowing/winit/issues/999
#[cfg(not(target_os = "macos"))]
global_state.window.center_cursor();
}
}
pub fn update_map_markers(&mut self, event: comp::MapMarkerUpdate) {
match event {
comp::MapMarkerUpdate::Owned(event) => match event {
@ -4713,7 +4686,7 @@ impl Hud {
true
};
let matching_key = match key {
match key {
GameInput::Command if state => {
self.force_chat_input = Some("/".to_owned());
self.force_chat_cursor = Some(Index { line: 0, char: 1 });
@ -4809,13 +4782,7 @@ impl Hud {
false
}
},
};
// When a player closes all menus, resets the cursor
// to the center of the screen
self.show
.toggle_cursor_on_menu_close(global_state, &mut self.ui);
matching_key
}
},
// Else the player is typing in chat
WinEvent::InputUpdate(_key, _) => self.typing(),

View File

@ -988,10 +988,7 @@ impl Window {
},
WindowEvent::CursorMoved { position, .. } => {
if self.cursor_grabbed {
//TODO: An underlying OS call in winit is causing the camera to jump upon the
// next mouse movement event in macos https://github.com/rust-windowing/winit/issues/999
#[cfg(not(target_os = "macos"))]
self.center_cursor();
self.reset_cursor_position();
} else {
self.cursor_position = position;
}
@ -1056,22 +1053,15 @@ impl Window {
}
}
/// Moves mouse cursor to center of screen
/// based on the window dimensions
pub fn center_cursor(&self) {
let dimensions: Vec2<f64> = self.logical_size();
if let Err(err) = self
.window
.set_cursor_position(winit::dpi::PhysicalPosition::new(
dimensions[0] / (2_f64),
dimensions[1] / (2_f64),
))
{
/// Reset the cursor position to the last position
/// This is used when handling the CursorMoved event to maintain the cursor
/// position when it is grabbed
fn reset_cursor_position(&self) {
if let Err(err) = self.window.set_cursor_position(self.cursor_position) {
// Log this error once rather than every frame
static SPAM_GUARD: std::sync::Once = std::sync::Once::new();
SPAM_GUARD.call_once(|| {
error!("Error centering cursor position: {:?}", err);
error!("Error resetting cursor position: {:?}", err);
})
}
}