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Bugfix: FPS camera animator on X11 no longer tries grabbing mouse events.
Basically behavior about that is back to how it was in Irrlicht 1.8 - not perfect, but useable. So window still jumps a bit when dragging toolbar, but no longer outside the sreen. And it's possible again to alt+tab to other windows. The problem was caused by a combination of FPS camera changes and that we stopped doing mouse-coordinate clipping in the Linux device in r5593. Basically that clipping had the side-effect that the fps-camera never considered a mouse "outside" on Linux. Now on Linux we only update after we get a mouse-event (which we still get when the mouse is outside the window). On Windows we still grab the mouse in the camera, thought that's likely _not_ the best way to do that. Windows has some mouse-grabbing support, and I suppose we could use that (or camera should check if that is used as it also can be set by users I think). So maybe in future this can be further improved. Other operating systems (OSX) should behave like in 1.8 I hope, but as usual I can't test. Also did a few minor cleanups in the camera. - Back to using animateNode time instead of real-time. That's because that was not causing the problems I thought back then it might cause as time is only used for keyboard input and not mouse input. - Moved updating CursorPos to the rest of the code checking CursorControl Note: A future improvement would be to add support for systems without CursorControl object (could still use mouse-events to get it working usually). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6142 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -9,7 +9,6 @@
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#include "ICursorControl.h"
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#include "ICameraSceneNode.h"
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#include "ISceneNodeAnimatorCollisionResponse.h"
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#include "os.h"
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namespace irr
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{
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@ -21,10 +20,19 @@ CSceneNodeAnimatorCameraFPS::CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cu
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f32 rotateSpeed, f32 moveSpeed, f32 jumpSpeed,
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SKeyMap* keyMapArray, u32 keyMapSize, bool noVerticalMovement, bool invertY, float rotateSpeedKeyboard)
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: CursorControl(cursorControl), MaxVerticalAngle(88.0f), NoVerticalMovement(noVerticalMovement),
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MoveSpeed(moveSpeed), RotateSpeedKeyboard(rotateSpeedKeyboard), RotateSpeed(rotateSpeed),
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MoveSpeed(moveSpeed),
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// On X11 we get events even when mouse is not inside the Irrlicht window, on Windows we don't.
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// It might be possible to add grabbing on Windows as well in which case this has to be somewhat changed.
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// TODO: I don't know about OSX, but in theory it should be like old Irrlicht 1.8 behavior whatever that was there.
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#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
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GrabMouse(false),
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#else
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GrabMouse(true),
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#endif
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RotateSpeedKeyboard(rotateSpeedKeyboard), RotateSpeed(rotateSpeed),
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JumpSpeed(jumpSpeed),
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MouseYDirection(invertY ? -1.0f : 1.0f),
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LastAnimationTime(0), firstUpdate(true), firstInput(true)
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LastAnimationTime(0), HadMouseEvent(false), firstUpdate(true), firstInput(true)
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{
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#ifdef _DEBUG
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setDebugName("CCameraSceneNodeAnimatorFPS");
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@ -80,6 +88,9 @@ bool CSceneNodeAnimatorCameraFPS::OnEvent(const SEvent& evt)
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}
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}
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break;
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case EET_MOUSE_INPUT_EVENT:
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HadMouseEvent = true;
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return true;
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default:
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break;
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@ -94,8 +105,6 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
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if (!node || node->getType() != ESNT_CAMERA)
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return;
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timeMs = os::Timer::getRealTime(); // User input is always in real-time
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ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
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if (firstUpdate)
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@ -129,9 +138,6 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
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if(smgr && smgr->getActiveCamera() != camera)
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return;
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if ( CursorControl )
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CursorPos = CursorControl->getRelativePosition();
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// get time
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f32 timeDiff = (f32) ( timeMs - LastAnimationTime );
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LastAnimationTime = timeMs;
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@ -144,6 +150,9 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
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{
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bool reset = false;
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if ( HadMouseEvent || GrabMouse)
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CursorPos = CursorControl->getRelativePosition();
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if (CursorPos != CenterCursor)
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{
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relativeRotation.Y -= (CenterCursor.X - CursorPos.X) * RotateSpeed;
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@ -152,12 +161,8 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
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reset = true;
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}
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if ( !reset )
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if ( GrabMouse && !reset)
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{
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// TODO: not sure if this case is still needed. Might be it was only something
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// that was necessary when someone tried to use mouse-events in the past.
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// But not too expensive, test on all platforms before removing.
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// Special case, mouse is whipped outside of window before it can update.
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video::IVideoDriver* driver = smgr->getVideoDriver();
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core::vector2d<u32> mousepos(u32(CursorPos.X), u32(CursorPos.Y));
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@ -174,6 +179,7 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
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CursorPos = CenterCursor;
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}
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}
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HadMouseEvent = false;
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// keyboard rotation
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if (CursorKeys[EKA_ROTATE_LEFT])
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@ -114,6 +114,7 @@ namespace scene
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void allKeysUp();
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gui::ICursorControl *CursorControl;
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bool GrabMouse;
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f32 MaxVerticalAngle;
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bool NoVerticalMovement;
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@ -129,6 +130,7 @@ namespace scene
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core::array<SKeyMap> KeyMap;
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core::position2d<f32> CenterCursor, CursorPos;
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bool HadMouseEvent;
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bool CursorKeys[EKA_COUNT];
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