Keep mouse inside 3D viewport rotation widget
Hide and keep the mouse in place when the user oribts the scene via the 3D rotation widget.
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@ -51,7 +51,6 @@
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#include "scene/gui/subviewport_container.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/surface_tool.h"
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#include "servers/display_server.h"
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#define DISTANCE_DEFAULT 4
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@ -196,12 +195,20 @@ void ViewportRotationControl::_gui_input(Ref<InputEvent> p_event) {
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_update_focus();
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}
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orbiting = false;
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if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
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Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
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Input::get_singleton()->warp_mouse_position(orbiting_mouse_start);
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}
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}
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}
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const Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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if (orbiting) {
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if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_VISIBLE) {
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Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
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orbiting_mouse_start = mm->get_global_position();
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}
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viewport->_nav_orbit(mm, viewport->_get_warped_mouse_motion(mm));
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focused_axis = -1;
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} else {
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@ -2210,14 +2217,14 @@ void Node3DEditorViewport::set_freelook_active(bool active_now) {
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}
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// Hide mouse like in an FPS (warping doesn't work)
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DisplayServer::get_singleton()->mouse_set_mode(DisplayServer::MOUSE_MODE_CAPTURED);
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Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
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} else if (freelook_active && !active_now) {
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// Sync camera cursor to cursor to "cut" interpolation jumps due to changing referential
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cursor = camera_cursor;
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// Restore mouse
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DisplayServer::get_singleton()->mouse_set_mode(DisplayServer::MOUSE_MODE_VISIBLE);
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Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
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}
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freelook_active = active_now;
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@ -158,6 +158,7 @@ class ViewportRotationControl : public Control {
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Node3DEditorViewport *viewport = nullptr;
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Vector<Color> axis_colors;
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Vector<int> axis_menu_options;
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Vector2i orbiting_mouse_start;
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bool orbiting = false;
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int focused_axis = -2;
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