GetCursorPosition: Difference between revisions
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{{Client function}} | {{Client function}} | ||
__NOTOC__ | __NOTOC__ | ||
This function gets the current position of the mouse cursor. | This function gets the current position of the mouse cursor. Note that for performance reasons, the world position returned is always 300 units away. If you want the exact world point (similar to [[onClientClick]]), use [[processLineOfSight]] between the camera position and the worldX/Y/Z result of this function. (See example below) | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
float float float float float getCursorPosition ( ) | float, float, float, float, float getCursorPosition ( ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Returns=== | ===Returns=== | ||
Returns 5 values: ''cursorX'', ''cursorY'', ''worldX'', ''worldY'', ''worldZ''. The first two values are the 2D relative screen coordinates of the cursor | Returns 5 values: ''cursorX'', ''cursorY'', ''worldX'', ''worldY'', ''worldZ''. The first two values are the 2D '''relative''' screen coordinates of the cursor. The 3 values that follow are the 3D world map coordinates that the cursor points at. If the cursor isn't showing, returns ''false'' as the first value. | ||
===Issues=== | |||
{{Issues| | |||
{{Issue|1166|getCursorPosition() returns false even when cursor is showing due to opened console}} | |||
}} | |||
==Example== | ==Example== | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function cursorInfo() | function cursorInfo() | ||
if isCursorShowing() then -- if the cursor is showing | |||
local screenx, screeny, worldx, worldy, worldz = getCursorPosition() | local screenx, screeny, worldx, worldy, worldz = getCursorPosition() | ||
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end | end | ||
addCommandHandler( "cursorpos", cursorInfo ) | addCommandHandler( "cursorpos", cursorInfo ) | ||
</syntaxhighlight> | |||
This (untested) example uses [[processLineOfSight]] to calculate the exact world location: | |||
'''Warning, using the script down there will cause high CPU usage.''' | |||
<syntaxhighlight lang="lua"> | |||
addEventHandler( "onClientRender", root, | |||
function() | |||
if isCursorShowing() then | |||
local screenx, screeny, worldx, worldy, worldz = getCursorPosition() | |||
local px, py, pz = getCameraMatrix() | |||
local hit, x, y, z, elementHit = processLineOfSight ( px, py, pz, worldx, worldy, worldz ) | |||
if hit then | |||
dxDrawText( "Cursor at " .. x .. " " .. y .. " " .. z, 200, 200 ) | |||
if elementHit then | |||
dxDrawText( "Hit element " .. getElementType(elementHit), 200, 220 ) | |||
end | |||
end | |||
end | |||
end | |||
) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{ | {{Cursor_functions|client}} | ||
[[hu:getCursorPosition]] |
Latest revision as of 15:11, 6 November 2024
This function gets the current position of the mouse cursor. Note that for performance reasons, the world position returned is always 300 units away. If you want the exact world point (similar to onClientClick), use processLineOfSight between the camera position and the worldX/Y/Z result of this function. (See example below)
Syntax
float, float, float, float, float getCursorPosition ( )
Returns
Returns 5 values: cursorX, cursorY, worldX, worldY, worldZ. The first two values are the 2D relative screen coordinates of the cursor. The 3 values that follow are the 3D world map coordinates that the cursor points at. If the cursor isn't showing, returns false as the first value.
Issues
Issue ID | Description |
---|---|
#1166 | getCursorPosition() returns false even when cursor is showing due to opened console |
Example
This example prints your cursors current world coordinates and relative screen coordinates to chatbox after typing cursorpos.
function cursorInfo() if isCursorShowing() then -- if the cursor is showing local screenx, screeny, worldx, worldy, worldz = getCursorPosition() outputChatBox( string.format( "Cursor screen position (relative): X=%.4f Y=%.4f", screenx, screeny ) ) -- make the accuracy of floats 4 decimals outputChatBox( string.format( "Cursor world position: X=%.4f Y=%.4f Z=%.4f", worldx, worldy, worldz ) ) -- make the accuracy of floats 4 decimals accurate else outputChatBox( "Your cursor is not showing." ) end end addCommandHandler( "cursorpos", cursorInfo )
This (untested) example uses processLineOfSight to calculate the exact world location:
Warning, using the script down there will cause high CPU usage.
addEventHandler( "onClientRender", root, function() if isCursorShowing() then local screenx, screeny, worldx, worldy, worldz = getCursorPosition() local px, py, pz = getCameraMatrix() local hit, x, y, z, elementHit = processLineOfSight ( px, py, pz, worldx, worldy, worldz ) if hit then dxDrawText( "Cursor at " .. x .. " " .. y .. " " .. z, 200, 200 ) if elementHit then dxDrawText( "Hit element " .. getElementType(elementHit), 200, 220 ) end end end end )