Re: Mouse Lock

On Fri, Aug 12, 2011 at 2:12 PM, Tab Atkins Jr. <> wrote:
> On Fri, Aug 12, 2011 at 2:06 PM, Jonas Sicking <> wrote:
>> On Fri, Aug 12, 2011 at 1:54 PM, Tab Atkins Jr. <> wrote:
>>> On Fri, Aug 12, 2011 at 1:19 PM, Jonas Sicking <> wrote:
>>>> If we expose delta information in all mouse events, which seems like
>>>> it could be a good idea, then what is the usecase for the success
>>>> callback for mouselock?
>>>> I was under the impression that that was so that the page could start
>>>> treating mousemove events differently, but if all mousemove events
>>>> have deltas, then that won't be needed, no?
>>> No, it's still definitely needed.  You can't do an FPS with non-locked
>>> deltas; the user will end up moving their mouse off the screen.
>>> The use-cases for delta-without-mouselock are pretty separate from
>>> those for delta-within-mouselock.
>> Sure, I wasn't saying that mouselock wasn't needed. I was asking what
>> the use case for the 'success' callback to the mouseLock was.
> So you can tell that you're locked.  Without that assurance, you can't
> do a game using WASD+mouselook, because if the mouse isn't locked the
> user will end up scrolling out of your active area.  You'll have to
> make sure the mouse is actually locked *somehow*; might as well be via
> a success callback.

And if the user doesn't approve the lock you do what? Not let them
play your game?

/ Jonas

Received on Friday, 12 August 2011 22:15:16 UTC