Implement warped mouse panning for 2D & 3D editors
Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
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@ -78,6 +78,7 @@ public:
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virtual int get_mouse_button_mask() const = 0;
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virtual void warp_mouse_pos(const Vector2 &p_to) = 0;
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virtual Point2i warp_mouse_motion(const InputEventMouseMotion &p_motion, const Rect2 &p_rect) = 0;
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virtual Vector3 get_gravity() = 0;
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virtual Vector3 get_accelerometer() = 0;
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@ -582,6 +582,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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hints["3d_editor/zoom_modifier"] = PropertyInfo(Variant::INT, "3d_editor/zoom_modifier", PROPERTY_HINT_ENUM, "None,Shift,Alt,Meta,Ctrl");
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set("3d_editor/emulate_numpad", false);
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set("3d_editor/emulate_3_button_mouse", false);
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set("3d_editor/warped_mouse_panning", true);
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set("2d_editor/bone_width", 5);
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set("2d_editor/bone_color1", Color(1.0, 1.0, 1.0, 0.9));
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@ -591,6 +592,8 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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set("2d_editor/keep_margins_when_changing_anchors", false);
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set("2d_editor/warped_mouse_panning", true);
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set("game_window_placement/rect", 0);
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hints["game_window_placement/rect"] = PropertyInfo(Variant::INT, "game_window_placement/rect", PROPERTY_HINT_ENUM, "Default,Centered,Custom Position,Force Maximized,Force Full Screen");
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String screen_hints = TTR("Default (Same as Editor)");
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@ -1462,8 +1462,15 @@ void CanvasItemEditor::_viewport_input_event(const InputEvent &p_event) {
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if ((m.button_mask & BUTTON_MASK_LEFT && tool == TOOL_PAN) || m.button_mask & BUTTON_MASK_MIDDLE || (m.button_mask & BUTTON_MASK_LEFT && Input::get_singleton()->is_key_pressed(KEY_SPACE))) {
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h_scroll->set_val(h_scroll->get_val() - m.relative_x / zoom);
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v_scroll->set_val(v_scroll->get_val() - m.relative_y / zoom);
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Point2i relative;
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if (bool(EditorSettings::get_singleton()->get("2d_editor/warped_mouse_panning"))) {
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relative = Input::get_singleton()->warp_mouse_motion(m, viewport->get_global_rect());
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} else {
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relative = Point2i(m.relative_x, m.relative_y);
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}
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h_scroll->set_val(h_scroll->get_val() - relative.x / zoom);
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v_scroll->set_val(v_scroll->get_val() - relative.y / zoom);
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}
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return;
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@ -30,6 +30,7 @@
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#include "print_string.h"
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#include "camera_matrix.h"
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#include "core/os/input.h"
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#include "editor/animation_editor.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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@ -1470,12 +1471,19 @@ void SpatialEditorViewport::_sinput(const InputEvent &p_event) {
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if (nav_scheme == NAVIGATION_MAYA && m.mod.shift)
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pan_speed *= pan_speed_modifier;
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Point2i relative;
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if (bool(EditorSettings::get_singleton()->get("3d_editor/warped_mouse_panning"))) {
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relative = Input::get_singleton()->warp_mouse_motion(m, surface->get_global_rect());
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} else {
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relative = Point2i(m.relative_x, m.relative_y);
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}
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Transform camera_transform;
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camera_transform.translate(cursor.pos);
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camera_transform.basis.rotate(Vector3(0, 1, 0), cursor.y_rot);
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camera_transform.basis.rotate(Vector3(1, 0, 0), cursor.x_rot);
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Vector3 translation(-m.relative_x * pan_speed, m.relative_y * pan_speed, 0);
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Vector3 translation(-relative.x * pan_speed, relative.y * pan_speed, 0);
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translation *= cursor.distance / DISTANCE_DEFAULT;
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camera_transform.translate(translation);
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cursor.pos = camera_transform.origin;
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@ -433,6 +433,17 @@ void InputDefault::warp_mouse_pos(const Vector2 &p_to) {
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OS::get_singleton()->warp_mouse_pos(p_to);
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}
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Point2i InputDefault::warp_mouse_motion(const InputEventMouseMotion &p_motion, const Rect2 &p_rect) {
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const Point2i rel_warped(Math::fmod(p_motion.relative_x, p_rect.size.x), Math::fmod(p_motion.relative_y, p_rect.size.y));
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const Point2i pos_local = Point2i(p_motion.global_x, p_motion.global_y) - p_rect.pos;
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const Point2i pos_warped(Math::fposmod(pos_local.x, p_rect.size.x), Math::fposmod(pos_local.y, p_rect.size.y));
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if (pos_warped != pos_local) {
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OS::get_singleton()->warp_mouse_pos(pos_warped + p_rect.pos);
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}
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return rel_warped;
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}
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void InputDefault::iteration(float p_step) {
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}
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@ -184,6 +184,7 @@ public:
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virtual int get_mouse_button_mask() const;
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virtual void warp_mouse_pos(const Vector2 &p_to);
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virtual Point2i warp_mouse_motion(const InputEventMouseMotion &p_motion, const Rect2 &p_rect);
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virtual void parse_input_event(const InputEvent &p_event);
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