I'm trying to prevent the mouse cursor from leaving a specific area of the screen. I can't find a native method to do this, so I'm trying to do it manually.
So far I have this:
NSEvent.addGlobalMonitorForEvents(matching: [.mouseMoved, .leftMouseDragged], handler: {(event: NSEvent) in
let x = event.locationInWindow.flipped.x;
let y = event.locationInWindow.flipped.y;
if (x <= 100) {
CGWarpMouseCursorPosition(CGPoint(x: 100, y: y))
}
})
// elsewhere to flip y coordinates
extension NSPoint {
var flipped: NSPoint {
let screenFrame = (NSScreen.main?.frame)!
let screenY = screenFrame.size.height - self.y
return NSPoint(x: self.x, y: screenY)
}
}
This stops the cursor from going off the X axis. Great. But it also stops the cursor from sliding along the y axis at X=100.
So I tried to add the delta:
NSEvent.addGlobalMonitorForEvents(matching: [.mouseMoved, .leftMouseDragged], handler: {(event: NSEvent) in
let x = event.locationInWindow.flipped.x;
let y = event.locationInWindow.flipped.y;
let deltaY = event.deltaY;
if (x <= 100) {
CGWarpMouseCursorPosition(CGPoint(x: 100, y: y deltaY))
}
})
Now it does slide along the Y axis. But the acceleration is way off, it's too fast. What I don't get is that if I try to do y - deltaY
it slides like I expect, but reversed:
NSEvent.addGlobalMonitorForEvents(matching: [.mouseMoved, .leftMouseDragged], handler: {(event: NSEvent) in
let x = event.locationInWindow.flipped.x;
let y = event.locationInWindow.flipped.y;
let deltaY = event.deltaY;
if (x <= 100) {
CGWarpMouseCursorPosition(CGPoint(x: 100, y: y - deltaY))
}
})
Now the cursor is sliding along the Y axis at X=100 with proper acceleration (like sliding the cursor against the edge of the screen), but it's reversed. Moving the mouse up, moves the cursor down.
How do I get proper smooth sliding of the cursor, in the proper direction, at the edge of my custom area?
Or is there a better way to achieve what I'm trying to do?
CodePudding user response:
I figured it out. I need to subtract the previous deltas.
So now I have this instead:
var oldDeltaX: CGFloat = 0;
var oldDeltaY: CGFloat = 0;
NSEvent.addGlobalMonitorForEvents(matching: [.mouseMoved, .leftMouseDragged, .rightMouseDragged], handler: {(event: NSEvent) in
let deltaX = event.deltaX - oldDeltaX;
let deltaY = event.deltaY - oldDeltaY;
let x = event.locationInWindow.flipped.x;
let y = event.locationInWindow.flipped.y;
let window = (NSScreen.main?.frame.size)!;
let width = CGFloat(1920);
let height = CGFloat(1080);
let widthCut = (window.width - width) / 2;
let heightCut = (window.height - height) / 2;
let xPoint = clamp(x deltaX, minValue: widthCut, maxValue: window.width - widthCut);
let yPoint = clamp(y deltaY, minValue: heightCut, maxValue: window.height - heightCut);
oldDeltaX = xPoint - x;
oldDeltaY = yPoint - y;
CGWarpMouseCursorPosition(CGPoint(x: xPoint, y: yPoint));
});
public func clamp<T>(_ value: T, minValue: T, maxValue: T) -> T where T : Comparable {
return min(max(value, minValue), maxValue)
}
extension NSPoint {
var flipped: NSPoint {
let screenFrame = (NSScreen.main?.frame)!
let screenY = screenFrame.size.height - self.y
return NSPoint(x: self.x, y: screenY)
}
}
This will restrict the mouse in a 1920x1080 square of the display.
I found Godot's source code to be good resource: https://github.com/godotengine/godot/blob/51a00c2855009ce4cd6475c09209ebd22641f448/platform/osx/display_server_osx.mm#L1087
Is this the best or most perfomant way to do it? I don't know, but it works.