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Merge pull request #13437 from xsellier/bugfix/mouse-cursor-lag

Implement hardware cursor acceleration for Godot Engine 2.1
This commit is contained in:
Rémi Verschelde
2018-01-03 08:36:44 +01:00
committed by GitHub
36 changed files with 335 additions and 264 deletions

View File

@@ -415,9 +415,6 @@ void InputDefault::set_mouse_pos(const Point2 &p_posf) {
mouse_speed_track.update(p_posf - mouse_pos);
mouse_pos = p_posf;
if (custom_cursor.is_valid()) {
VisualServer::get_singleton()->cursor_set_pos(get_mouse_pos());
}
}
Point2 InputDefault::get_mouse_pos() const {
@@ -497,37 +494,13 @@ bool InputDefault::is_emulating_touchscreen() const {
return emulate_touch;
}
void InputDefault::set_custom_mouse_cursor(const RES &p_cursor, const Vector2 &p_hotspot) {
if (custom_cursor == p_cursor)
void InputDefault::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
if (custom_cursors[p_shape] == p_cursor)
return;
custom_cursor = p_cursor;
custom_cursors[p_shape] = p_cursor;
if (p_cursor.is_null()) {
set_mouse_mode(MOUSE_MODE_VISIBLE);
VisualServer::get_singleton()->cursor_set_visible(false);
} else {
Ref<AtlasTexture> atex = custom_cursor;
Rect2 region = atex.is_valid() ? atex->get_region() : Rect2();
set_mouse_mode(MOUSE_MODE_HIDDEN);
VisualServer::get_singleton()->cursor_set_visible(true);
VisualServer::get_singleton()->cursor_set_texture(custom_cursor->get_rid(), p_hotspot, 0, region);
VisualServer::get_singleton()->cursor_set_pos(get_mouse_pos());
}
}
void InputDefault::set_mouse_in_window(bool p_in_window) {
if (custom_cursor.is_valid()) {
if (p_in_window) {
set_mouse_mode(MOUSE_MODE_HIDDEN);
VisualServer::get_singleton()->cursor_set_visible(true);
} else {
set_mouse_mode(MOUSE_MODE_VISIBLE);
VisualServer::get_singleton()->cursor_set_visible(false);
}
}
OS::get_singleton()->set_custom_mouse_cursor(p_cursor, (OS::CursorShape) p_shape, p_hotspot);
}
// from github.com/gabomdq/SDL_GameControllerDB