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check at runtime
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@ -9,16 +9,17 @@ pub fn update_cursor_lock_state(
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lock: UniqueView<CursorLock>,
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display: NonSendSync<UniqueView<Renderer>>
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) {
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#[cfg(not(target_os = "android"))] {
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if lock.is_inserted_or_modified() {
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let gl_window = display.display.gl_window();
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let window = gl_window.window();
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window.set_cursor_grab(match lock.0 {
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true => CursorGrabMode::Confined,
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false => CursorGrabMode::None,
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}).expect("Failed to change cursor grab state");
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window.set_cursor_visible(!lock.0);
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}
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if cfg!(target_os = "android") {
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return
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}
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if lock.is_inserted_or_modified() {
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let gl_window = display.display.gl_window();
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let window = gl_window.window();
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window.set_cursor_grab(match lock.0 {
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true => CursorGrabMode::Confined,
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false => CursorGrabMode::None,
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}).expect("Failed to change cursor grab state");
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window.set_cursor_visible(!lock.0);
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}
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}
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@ -120,6 +120,9 @@ pub fn draw_current_chunk_border(
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camera: View<Camera>,
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settings: UniqueView<GameSettings>,
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) {
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if cfg!(target_os = "android") {
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return
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}
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if !settings.debug_draw_current_chunk_border {
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return
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}
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@ -29,7 +29,7 @@ impl Default for GameSettings {
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max_anisotropy: Some(16),
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render_distance: 6,
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mouse_sensitivity: 1.,
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debug_draw_current_chunk_border: cfg!(debug_assertions),
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debug_draw_current_chunk_border: cfg!(not(target_os = "android")) && cfg!(debug_assertions),
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}
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}
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}
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