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| author | Pedro J. Estébanez | 2017-03-22 21:18:47 +0100 |
|---|---|---|
| committer | Pedro J. Estébanez | 2017-03-22 21:18:47 +0100 |
| commit | 2c2c48ffb3bd381d09d1e0e4389a2b86255fe20f (patch) | |
| tree | 9c7dd950303a39941256a9e247215d1c4bcdd5e0 /main/input_default.cpp | |
| parent | 9c75b9dddf18abf315f62caa6745daa05d4adbaf (diff) | |
| download | godot-2c2c48ffb3bd381d09d1e0e4389a2b86255fe20f.tar.gz godot-2c2c48ffb3bd381d09d1e0e4389a2b86255fe20f.tar.zst godot-2c2c48ffb3bd381d09d1e0e4389a2b86255fe20f.zip | |
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
Diffstat (limited to 'main/input_default.cpp')
| -rw-r--r-- | main/input_default.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/main/input_default.cpp b/main/input_default.cpp index 0d82cd119..5e87025c0 100644 --- a/main/input_default.cpp +++ b/main/input_default.cpp @@ -433,6 +433,17 @@ void InputDefault::warp_mouse_pos(const Vector2 &p_to) { OS::get_singleton()->warp_mouse_pos(p_to); } +Point2i InputDefault::warp_mouse_motion(const InputEventMouseMotion &p_motion, const Rect2 &p_rect) { + + const Point2i rel_warped(Math::fmod(p_motion.relative_x, p_rect.size.x), Math::fmod(p_motion.relative_y, p_rect.size.y)); + const Point2i pos_local = Point2i(p_motion.global_x, p_motion.global_y) - p_rect.pos; + const Point2i pos_warped(Math::fposmod(pos_local.x, p_rect.size.x), Math::fposmod(pos_local.y, p_rect.size.y)); + if (pos_warped != pos_local) { + OS::get_singleton()->warp_mouse_pos(pos_warped + p_rect.pos); + } + return rel_warped; +} + void InputDefault::iteration(float p_step) { } |
