Created
March 26, 2023 13:51
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Actual pointer lock value in unity webgl and windows editor
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using System.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR_WIN || UNITY_WEBGL | |
using System.Runtime.InteropServices; | |
#endif | |
using UnityEngine; | |
public static class CursorLock | |
{ | |
public static bool ActualState => pointerLocked && Cursor.lockState != CursorLockMode.None; | |
#if UNITY_EDITOR_WIN | |
[StructLayout(LayoutKind.Sequential)] | |
public struct RectStruct | |
{ | |
public int Left; | |
public int Top; | |
public int Right; | |
public int Bottom; | |
public static implicit operator RectInt(RectStruct rect) => new RectInt(rect.Left,rect.Top,rect.Right - rect.Left,rect.Bottom - rect.Top); | |
} | |
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)] | |
public static extern bool GetClipCursor(out RectStruct lprect); | |
static bool pointerLocked | |
{ | |
get | |
{ | |
var value = GetClipCursor(out var lprect); | |
var rect = (RectInt)lprect; | |
return value && rect.width <= Screen.width && rect.height <= Screen.height; | |
} | |
} | |
#elif UNITY_WEBGL | |
static bool pointerLocked; | |
[AOT.MonoPInvokeCallback(typeof(System.Action<bool>))] | |
static void OnPointerLockChanged(bool locked) | |
{ | |
pointerLocked = locked; | |
} | |
[DllImport("__Internal")] | |
private static extern void JS_RegisterLockCursorFunction(System.Action<bool> callback); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] | |
static void PointerLockChangedRegister() | |
{ | |
JS_RegisterLockCursorFunction(OnPointerLockChanged); | |
} | |
#else | |
static bool pointerLocked => false; | |
#endif | |
} |
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mergeInto(LibraryManager.library,{ | |
JS_RegisterLockCursorFunction: function(onPointerLockChanged) { | |
Module['dynCall_vi'](onPointerLockChanged,document.pointerLockElement == Module["canvas"]); | |
document.addEventListener("pointerlockchange",function() { | |
Module['dynCall_vi'](onPointerLockChanged,document.pointerLockElement == Module["canvas"]); | |
}); | |
}, | |
}); |
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