Godot 4.2 Mouse Not Clamping To Screen In Windowed Mode
C-Corgi opened this issue · comments
Code:
extends Camera3D
@onready var Player = get_parent()
# Increase this value to give a slower turn speed
const CAMERA_TURN_SPEED = 200
func _ready():
# Tell Godot that we want to handle input
set_process_input(true)
func look_updown_rotation(rotation = 0):
var toReturn = self.get_rotation() + Vector3(rotation, 0, 0)
# Here we'll clamp the vertical look to 90° up and down
toReturn.x = clamp(toReturn.x, PI / -2, PI / 2)
return toReturn
func look_leftright_rotation(rotation = 0):
return Player.get_rotation() + Vector3(0, rotation, 0)
func _input(event):
# We'll only process mouse motion events
if not event is InputEventMouseMotion:
return
# We'll use the parent node "Player" to set our left-right rotation
# This prevents us from adding the x-rotation to the y-rotation
# which would result in a kind of flight-simulator camera
Player.set_rotation(look_leftright_rotation(event.relative.x / -CAMERA_TURN_SPEED))
# Now we can simply set our y-rotation for the camera, and let godot
# handle the transformation of both together
self.set_rotation(look_updown_rotation(event.relative.y / -CAMERA_TURN_SPEED))
func _enter_tree():
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
func _leave_tree():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
Note
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
only hides it and doesnt clamp it to the screen
Fix:
func _enter_tree():
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)