On Fri, Aug 12, 2011 at 2:12 PM, Tab Atkins Jr. <jackalm...@gmail.com> wrote: > On Fri, Aug 12, 2011 at 2:06 PM, Jonas Sicking <jo...@sicking.cc> wrote: >> On Fri, Aug 12, 2011 at 1:54 PM, Tab Atkins Jr. <jackalm...@gmail.com> wrote: >>> On Fri, Aug 12, 2011 at 1:19 PM, Jonas Sicking <jo...@sicking.cc> 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