Show mouse cursor when mouse used

This commit is contained in:
Luke Hubmayer-Werner 2021-01-23 22:26:33 +10:30
parent 8ac3f9d945
commit 835c49da11
1 changed files with 4 additions and 0 deletions

View File

@ -139,9 +139,11 @@ func _input(event):
# Unfortunately event.device does NOT differentiate touchscreen inputs on X11, Godot v3.1.1 # Unfortunately event.device does NOT differentiate touchscreen inputs on X11, Godot v3.1.1
# As such, we'll need to do some fancy mapping for multiple inputs # As such, we'll need to do some fancy mapping for multiple inputs
if (event is InputEventScreenDrag): if (event is InputEventScreenDrag):
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
touch_points[event.index] = {pressed = true, position = event.position} touch_points[event.index] = {pressed = true, position = event.position}
swipe_momentum = event.speed swipe_momentum = event.speed
elif (event is InputEventScreenTouch): elif (event is InputEventScreenTouch):
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
if event.pressed: if event.pressed:
if not touch_points.has(event.index): if not touch_points.has(event.index):
touch_points[event.index] = {} touch_points[event.index] = {}
@ -150,6 +152,8 @@ func _input(event):
else: else:
if touch_points.has(event.index): if touch_points.has(event.index):
touch_points.erase(event.index) touch_points.erase(event.index)
elif (event is InputEventMouse):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
update_data() update_data()
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