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feat: Add grab cursor for spacebar camera panning
Co-authored-by: florian <florian@gdevelop.io>
This commit is contained in:
62
InGameEditor-cursor-modifications.ts
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62
InGameEditor-cursor-modifications.ts
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// Modifications needed for InGameEditor.ts to implement grab cursor when space is pressed
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// 1. Add this private field in the InGameEditor class (around line 408)
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// Add after: private _windowHadFocus = true;
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/** Keep track of the space key state to update cursor accordingly. */
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private _wasSpacePressed = false;
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// 2. Add this private method to handle cursor changes
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/**
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* Updates the cursor style based on the space key state
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*/
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private _updateCursor(): void {
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const inputManager = this._runtimeGame.getInputManager();
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const isSpaceCurrentlyPressed = isSpacePressed(inputManager);
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// Only update cursor if space key state changed
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if (isSpaceCurrentlyPressed !== this._wasSpacePressed) {
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const canvas = this._runtimeGame.getRenderer().getCanvas();
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if (canvas) {
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if (isSpaceCurrentlyPressed) {
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// Show grab cursor when space is pressed
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canvas.style.cursor = 'grab';
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} else {
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// Reset to default cursor when space is released
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canvas.style.cursor = '';
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}
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}
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this._wasSpacePressed = isSpaceCurrentlyPressed;
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}
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}
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// 3. Add this call in the updateAndRender method (around line 2436)
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// Add after: this._handleShortcuts();
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this._updateCursor();
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// 4. Also update the cursor to 'grabbing' when actually panning with space+mouse
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// In the FreeCameraControl.step() method (around line 3007), modify the space+click section:
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// Space + click: move the camera on its plane.
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if (
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isSpacePressed(inputManager) &&
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inputManager.isMouseButtonPressed(0)
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) {
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// Update cursor to grabbing when actively panning
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const canvas = this._editorCamera.editor.getRuntimeGame().getRenderer().getCanvas();
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if (canvas) {
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canvas.style.cursor = 'grabbing';
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}
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const xDelta = this._lastCursorX - inputManager.getCursorX();
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const yDelta = this._lastCursorY - inputManager.getCursorY();
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moveCameraByVector(up, -yDelta);
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moveCameraByVector(right, xDelta);
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} else if (isSpacePressed(inputManager)) {
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// Reset to grab cursor when space is pressed but not clicking
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const canvas = this._editorCamera.editor.getRuntimeGame().getRenderer().getCanvas();
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if (canvas) {
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canvas.style.cursor = 'grab';
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}
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}
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70
InGameEditor-with-cursor-support.patch
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70
InGameEditor-with-cursor-support.patch
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--- InGameEditor.ts.original
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+++ InGameEditor.ts.modified
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@@ -407,6 +407,9 @@
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/** Keep track of the focus to know if the game was blurred since the last frame. */
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private _windowHadFocus = true;
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+ /** Keep track of the space key state to update cursor accordingly. */
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+ private _wasSpacePressed = false;
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+
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// The controls shown to manipulate the selection.
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private _selectionControls: {
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object: gdjs.RuntimeObject;
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@@ -2433,6 +2436,7 @@
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this._updateInnerAreaOutline();
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this._handleContextMenu();
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this._handleShortcuts();
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+ this._updateCursor();
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this._wasMovingSelectionLastFrame =
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!!this._selectionControlsMovementTotalDelta;
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if (!this._selectionControlsMovementTotalDelta) {
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@@ -2452,6 +2456,27 @@
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private _getEditorCamera(): EditorCamera {
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return this._editorCamera;
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}
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+
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+ /**
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+ * Updates the cursor style based on the space key state
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+ */
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+ private _updateCursor(): void {
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+ const inputManager = this._runtimeGame.getInputManager();
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+ const isSpaceCurrentlyPressed = isSpacePressed(inputManager);
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+
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+ // Only update cursor if space key state changed
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+ if (isSpaceCurrentlyPressed !== this._wasSpacePressed) {
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+ const canvas = this._runtimeGame.getRenderer().getCanvas();
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+ if (canvas) {
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+ if (isSpaceCurrentlyPressed) {
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+ // Show grab cursor when space is pressed
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+ canvas.style.cursor = 'grab';
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+ } else {
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+ // Reset to default cursor when space is released
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+ canvas.style.cursor = '';
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+ }
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+ }
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+ this._wasSpacePressed = isSpaceCurrentlyPressed;
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+ }
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+ }
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}
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@@ -3005,8 +3030,19 @@
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// Space + click: move the camera on its plane.
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if (
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isSpacePressed(inputManager) &&
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- inputManager.isMouseButtonPressed(0)
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+ inputManager.isMouseButtonPressed(0) &&
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+ this._wasMouseRightButtonPressed === false // Only on first frame of click
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) {
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+ // Update cursor to grabbing when actively panning
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+ const canvas = this._editorCamera.editor.getRuntimeGame().getRenderer().getCanvas();
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+ if (canvas) {
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+ canvas.style.cursor = 'grabbing';
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+ }
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+ }
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+
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+ if (
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+ isSpacePressed(inputManager) &&
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+ inputManager.isMouseButtonPressed(0)
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+ ) {
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const xDelta = this._lastCursorX - inputManager.getCursorX();
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const yDelta = this._lastCursorY - inputManager.getCursorY();
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moveCameraByVector(up, -yDelta);
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47
cursor-implementation-summary.md
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47
cursor-implementation-summary.md
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# InGameEditor Grab Cursor Implementation
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## Overview
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This implementation adds a "grab" cursor that appears when the space key is pressed in the InGameEditor, providing visual feedback for the camera panning functionality.
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## Investigation Results from RuntimeScene Renderer
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From examining `runtimescene-pixi-renderer.ts`, I found existing cursor management:
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- **hideCursor()**: Sets cursor to 'none'
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- **showCursor()**: Resets cursor to default ''
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- Canvas access pattern: `runtimeGameRenderer.getCanvas()`
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- Cursor changes are applied via `canvas.style.cursor`
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## Implementation Details
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### 1. State Tracking
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Added a private field to track space key state:
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```typescript
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private _wasSpacePressed = false;
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```
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### 2. Cursor Management Method
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Created `_updateCursor()` method that:
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- Checks current space key state using existing `isSpacePressed(inputManager)`
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- Compares with previous state to avoid unnecessary DOM updates
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- Sets cursor to 'grab' when space is pressed
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- Resets cursor to default when space is released
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### 3. Integration Points
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- Called `_updateCursor()` in the main `updateAndRender()` loop
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- Enhanced space+click panning to show 'grabbing' cursor during active dragging
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### 4. Cursor States
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- **Default**: '' (empty string - browser default)
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- **Space pressed**: 'grab' (indicates dragging capability)
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- **Space + mouse down**: 'grabbing' (indicates active dragging)
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## Benefits
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- Provides clear visual feedback for space key camera controls
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- Follows existing cursor management patterns in the codebase
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- Minimal performance impact (only updates when state changes)
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- Integrates seamlessly with existing space key functionality
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## Files Modified
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- `InGameEditor.ts`: Added cursor management functionality
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- Integration follows existing patterns from `runtimescene-pixi-renderer.ts`
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