Fixing cursor position staying the same introduced by GLFW 3.1.
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1bf34b6751
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@ -29,8 +29,8 @@ static void mouseCallback(GLFWwindow* window, int button, int action, int) {
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app.startGame();
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}
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetCursorPos(window, app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPos(window, ((double)app.getGraphics()->getWindowSize().x)/2.0, ((double)app.getGraphics()->getWindowSize().y)/2.0);
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app.setCameraLock(true);
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}
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}
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@ -42,7 +42,7 @@ static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
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static void focusCallback(GLFWwindow* window, int focused) {
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if (focused) {
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// Hide mouse cursor
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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app.setFocused(focused);
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}
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else {
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@ -173,7 +173,7 @@ int main( int argc, char *argv[] )
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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glfwSetCursorPos(window, app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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glfwSetCursorPos(window, ((double)app.getGraphics()->getWindowSize().x)/2.0, ((double)app.getGraphics()->getWindowSize().y)/2.0);
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app.getLevel()->update(now - lastUpdate, now - gameStart,
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glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
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(float)xpos-app.getGraphics()->getWindowSize().x/2),
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