[HTML5] Implement Pointer Lock API in JS library.
Removes more emscripten HTML5 library dependencies.
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@ -373,17 +373,15 @@ void DisplayServerJavaScript::mouse_set_mode(MouseMode p_mode) {
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if (p_mode == MOUSE_MODE_VISIBLE) {
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godot_js_display_cursor_set_visible(1);
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emscripten_exit_pointerlock();
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godot_js_display_cursor_lock_set(0);
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} else if (p_mode == MOUSE_MODE_HIDDEN) {
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godot_js_display_cursor_set_visible(0);
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emscripten_exit_pointerlock();
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godot_js_display_cursor_lock_set(0);
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} else if (p_mode == MOUSE_MODE_CAPTURED) {
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godot_js_display_cursor_set_visible(1);
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EMSCRIPTEN_RESULT result = emscripten_request_pointerlock(canvas_id, false);
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ERR_FAIL_COND_MSG(result == EMSCRIPTEN_RESULT_FAILED_NOT_DEFERRED, "MOUSE_MODE_CAPTURED can only be entered from within an appropriate input callback.");
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ERR_FAIL_COND_MSG(result != EMSCRIPTEN_RESULT_SUCCESS, "MOUSE_MODE_CAPTURED can only be entered from within an appropriate input callback.");
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godot_js_display_cursor_lock_set(1);
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}
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}
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@ -392,9 +390,10 @@ DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const {
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return MOUSE_MODE_HIDDEN;
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}
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EmscriptenPointerlockChangeEvent ev;
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emscripten_get_pointerlock_status(&ev);
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return (ev.isActive && String::utf8(ev.id) == String::utf8(&canvas_id[1])) ? MOUSE_MODE_CAPTURED : MOUSE_MODE_VISIBLE;
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if (godot_js_display_cursor_is_locked()) {
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return MOUSE_MODE_CAPTURED;
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}
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return MOUSE_MODE_VISIBLE;
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}
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// Wheel
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@ -81,6 +81,8 @@ extern void godot_js_display_cursor_set_shape(const char *p_cursor);
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extern int godot_js_display_cursor_is_hidden();
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extern void godot_js_display_cursor_set_custom_shape(const char *p_shape, const uint8_t *p_ptr, int p_len, int p_hotspot_x, int p_hotspot_y);
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extern void godot_js_display_cursor_set_visible(int p_visible);
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extern void godot_js_display_cursor_lock_set(int p_lock);
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extern int godot_js_display_cursor_is_locked();
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// Display gamepad
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extern void godot_js_display_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));
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@ -376,6 +376,20 @@ const GodotDisplayCursor = {
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delete GodotDisplayCursor.cursors[key];
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});
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},
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lockPointer: function () {
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const canvas = GodotConfig.canvas;
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if (canvas.requestPointerLock) {
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canvas.requestPointerLock();
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}
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},
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releasePointer: function () {
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if (document.exitPointerLock) {
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document.exitPointerLock();
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}
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},
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isPointerLocked: function () {
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return document.pointerLockElement === GodotConfig.canvas;
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},
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},
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};
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mergeInto(LibraryManager.library, GodotDisplayCursor);
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@ -850,6 +864,20 @@ const GodotDisplay = {
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}
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},
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godot_js_display_cursor_lock_set__sig: 'vi',
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godot_js_display_cursor_lock_set: function (p_lock) {
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if (p_lock) {
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GodotDisplayCursor.lockPointer();
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} else {
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GodotDisplayCursor.releasePointer();
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}
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},
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godot_js_display_cursor_is_locked__sig: 'i',
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godot_js_display_cursor_is_locked: function () {
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return GodotDisplayCursor.isPointerLocked() ? 1 : 0;
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},
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/*
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* Listeners
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*/
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