Improve mouselook/pause UX and state transitions #440
Labels
area: ui
kind: incomplete
A feature is partially implemented; the current state of the code is inconsistent
Right now, mouselook is handled in a weird way where it's not the default and you have to push a button, and then it's kind of sticky. Most games that use mouselook instead arrange to have two states:
And if pointer lock (in web terms, or cursor grab in
winit
terms) is lost (externally imposed focus loss etc), then the game should enter the pause mode.There are at least two reasons why I haven't just ended up there already:
I think that a reasonable solution for the latter is to have a “pause” (may or may not actually pause) screen which frames the world rather than obscuring it with a central dialog-box style display. Then, clicking anywhere in the world would by default activate mouselook.
The text was updated successfully, but these errors were encountered: