mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
566 lines
17 KiB
C++
566 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Methods associated with the cursor
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#if !defined( _X360 )
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#define OEMRESOURCE //for OCR_* cursor junk
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#include "winlite.h"
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#endif
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#include <appframework/ilaunchermgr.h>
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#if defined( USE_SDL )
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#undef M_PI
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#include "SDL.h"
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#endif
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#include "tier0/dbg.h"
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#include "tier0/vcrmode.h"
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#include "tier0/icommandline.h"
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#include "tier1/utldict.h"
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#include "Cursor.h"
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#include "vguimatsurface.h"
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#include "MatSystemSurface.h"
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#include "filesystem.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#endif
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#if defined( USE_SDL )
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#include "materialsystem/imaterialsystem.h"
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#endif
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#include "inputsystem/iinputsystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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#if defined( USE_SDL )
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static SDL_Cursor *s_pDefaultCursor[ dc_last ];
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static SDL_Cursor *s_hCurrentCursor = NULL;
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static SDL_Cursor *s_hCurrentlySetCursor = NULL;
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#elif defined( WIN32 )
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static HICON s_pDefaultCursor[ dc_last ];
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static HICON s_hCurrentCursor = NULL;
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#endif
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static bool s_bCursorLocked = false;
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static bool s_bCursorVisible = true;
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static int s_nForceCursorVisibleCount = 0;
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static bool s_bSoftwareCursorActive = false;
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static int s_nSoftwareCursorTexture = -1;
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static float s_fSoftwareCursorOffsetX = 0;
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static float s_fSoftwareCursorOffsetY = 0;
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static int s_rnSoftwareCursorID[20];
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static float s_rfSoftwareCursorOffset[20][2];
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static bool s_bSoftwareCursorsInitialized = false;
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extern CMatSystemSurface g_MatSystemSurface;
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//-----------------------------------------------------------------------------
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// Initializes cursors
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//-----------------------------------------------------------------------------
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void InitCursors()
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{
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// load up all default cursors
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#if defined( USE_SDL )
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s_pDefaultCursor[ dc_none ] = NULL;
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s_pDefaultCursor[ dc_arrow ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_ARROW );
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s_pDefaultCursor[ dc_ibeam ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_IBEAM );
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s_pDefaultCursor[ dc_hourglass ]= SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_WAIT );
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s_pDefaultCursor[ dc_crosshair ]= SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_CROSSHAIR );
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s_pDefaultCursor[ dc_waitarrow ]= SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_WAITARROW );
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s_pDefaultCursor[ dc_sizenwse ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_SIZENWSE );
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s_pDefaultCursor[ dc_sizenesw ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_SIZENESW );
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s_pDefaultCursor[ dc_sizewe ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_SIZEWE );
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s_pDefaultCursor[ dc_sizens ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_SIZENS );
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s_pDefaultCursor[ dc_sizeall ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_SIZEALL );
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s_pDefaultCursor[ dc_no ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_NO );
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s_pDefaultCursor[ dc_hand ] = SDL_CreateSystemCursor( SDL_SYSTEM_CURSOR_HAND );
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s_hCurrentCursor = s_pDefaultCursor[ dc_arrow ];
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#elif defined( WIN32 )
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s_pDefaultCursor[ dc_none ] = NULL;
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s_pDefaultCursor[ dc_arrow ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_NORMAL);
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s_pDefaultCursor[ dc_ibeam ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_IBEAM);
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s_pDefaultCursor[ dc_hourglass ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_WAIT);
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s_pDefaultCursor[ dc_crosshair ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_CROSS);
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s_pDefaultCursor[ dc_waitarrow ] =(HICON)LoadCursor(NULL, (LPCTSTR)32650);
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s_pDefaultCursor[ dc_up ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_UP);
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s_pDefaultCursor[ dc_sizenwse ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_SIZENWSE);
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s_pDefaultCursor[ dc_sizenesw ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_SIZENESW);
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s_pDefaultCursor[ dc_sizewe ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_SIZEWE);
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s_pDefaultCursor[ dc_sizens ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_SIZENS);
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s_pDefaultCursor[ dc_sizeall ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_SIZEALL);
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s_pDefaultCursor[ dc_no ] =(HICON)LoadCursor(NULL, (LPCTSTR)OCR_NO);
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s_pDefaultCursor[ dc_hand ] =(HICON)LoadCursor(NULL, (LPCTSTR)32649);
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s_hCurrentCursor = s_pDefaultCursor[ dc_arrow ];
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#endif
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s_bCursorLocked = false;
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s_bCursorVisible = true;
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s_nForceCursorVisibleCount = 0;
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}
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#define USER_CURSOR_MASK 0x80000000
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#ifdef WIN32
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//-----------------------------------------------------------------------------
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// Purpose: Simple manager for user loaded windows cursors in vgui
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//-----------------------------------------------------------------------------
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class CUserCursorManager
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{
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public:
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void Shutdown();
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vgui::HCursor CreateCursorFromFile( char const *curOrAniFile, char const *pPathID );
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bool LookupCursor( vgui::HCursor cursor, HCURSOR& handle );
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private:
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CUtlDict< HCURSOR, int > m_UserCursors;
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};
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void CUserCursorManager::Shutdown()
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{
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for ( int i = m_UserCursors.First() ; i != m_UserCursors.InvalidIndex(); i = m_UserCursors.Next( i ) )
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{
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::DestroyCursor( m_UserCursors[ i ] );
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}
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m_UserCursors.RemoveAll();
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}
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vgui::HCursor CUserCursorManager::CreateCursorFromFile( char const *curOrAniFile, char const *pPathID )
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{
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char fn[ 512 ];
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Q_strncpy( fn, curOrAniFile, sizeof( fn ) );
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Q_strlower( fn );
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Q_FixSlashes( fn );
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int cursorIndex = m_UserCursors.Find( fn );
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if ( cursorIndex != m_UserCursors.InvalidIndex() )
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{
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return cursorIndex | USER_CURSOR_MASK;
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}
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g_pFullFileSystem->GetLocalCopy( fn );
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char fullpath[ 512 ];
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g_pFullFileSystem->RelativePathToFullPath( fn, pPathID, fullpath, sizeof( fullpath ) );
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HCURSOR newCursor = (HCURSOR)LoadCursorFromFile( fullpath );
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cursorIndex = m_UserCursors.Insert( fn, newCursor );
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return cursorIndex | USER_CURSOR_MASK;
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}
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bool CUserCursorManager::LookupCursor( vgui::HCursor cursor, HCURSOR& handle )
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{
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if ( !( (int)cursor & USER_CURSOR_MASK ) )
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{
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handle = 0;
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return false;
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}
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int cursorIndex = (int)cursor & ~USER_CURSOR_MASK;
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if ( !m_UserCursors.IsValidIndex( cursorIndex ) )
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{
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handle = 0;
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return false;
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}
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handle = m_UserCursors[ cursorIndex ];
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return true;
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}
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static CUserCursorManager g_UserCursors;
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#endif
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vgui::HCursor Cursor_CreateCursorFromFile( char const *curOrAniFile, char const *pPathID )
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{
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#ifdef WIN32
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return g_UserCursors.CreateCursorFromFile( curOrAniFile, pPathID );
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#else
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return dc_user;
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#endif
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}
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void Cursor_ClearUserCursors()
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{
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#ifdef WIN32
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g_UserCursors.Shutdown();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Initializes all the textures for software cursors
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//-----------------------------------------------------------------------------
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int InitSoftwareCursorTexture( const char *pchFilename )
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{
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if( !pchFilename || !*pchFilename )
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return -1;
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int nTextureID = g_MatSystemSurface.DrawGetTextureId( pchFilename );
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if( nTextureID == -1 )
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{
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nTextureID = g_MatSystemSurface.CreateNewTextureID();
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g_MatSystemSurface.DrawSetTextureFile( nTextureID, pchFilename, true, false );
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}
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return nTextureID;
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}
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void InitSoftwareCursors()
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{
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if( s_bSoftwareCursorsInitialized )
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return;
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memset( s_rfSoftwareCursorOffset, 0, sizeof( s_rfSoftwareCursorOffset ) );
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s_rnSoftwareCursorID[dc_none] = -1;
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s_rnSoftwareCursorID[dc_arrow] =InitSoftwareCursorTexture( "vgui/cursors/arrow" );
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s_rnSoftwareCursorID[dc_ibeam] =InitSoftwareCursorTexture( "vgui/cursors/ibeam" );
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s_rnSoftwareCursorID[dc_hourglass]=InitSoftwareCursorTexture( "vgui/cursors/hourglass" );
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s_rnSoftwareCursorID[dc_crosshair]=InitSoftwareCursorTexture( "vgui/cursors/crosshair" );
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s_rnSoftwareCursorID[dc_waitarrow]=InitSoftwareCursorTexture( "vgui/cursors/waitarrow" );
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s_rnSoftwareCursorID[dc_up] =InitSoftwareCursorTexture( "vgui/cursors/up" );
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s_rnSoftwareCursorID[dc_sizenwse] =InitSoftwareCursorTexture( "vgui/cursors/sizenwse" );
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s_rnSoftwareCursorID[dc_sizenesw] =InitSoftwareCursorTexture( "vgui/cursors/sizenesw" );
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s_rnSoftwareCursorID[dc_sizewe] =InitSoftwareCursorTexture( "vgui/cursors/sizewe" );
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s_rnSoftwareCursorID[dc_sizens] =InitSoftwareCursorTexture( "vgui/cursors/sizens" );
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s_rnSoftwareCursorID[dc_sizeall] =InitSoftwareCursorTexture( "vgui/cursors/sizeall" );
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s_rnSoftwareCursorID[dc_no] =InitSoftwareCursorTexture( "vgui/cursors/no" );
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s_rnSoftwareCursorID[dc_hand] =InitSoftwareCursorTexture( "vgui/cursors/hand" );
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// handle the cursor hotspots not being at their origin
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s_rfSoftwareCursorOffset[dc_arrow][0] = -0.1;
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s_rfSoftwareCursorOffset[dc_arrow][1] = -0.1;
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s_rfSoftwareCursorOffset[dc_ibeam][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_ibeam][1] = -0.8;
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s_rfSoftwareCursorOffset[dc_hourglass][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_hourglass][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_crosshair][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_crosshair][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_waitarrow][0] = -0.1;
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s_rfSoftwareCursorOffset[dc_waitarrow][1] = -0.1;
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s_rfSoftwareCursorOffset[dc_up][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_up][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizenwse][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizenwse][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizenesw][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizenesw][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizewe][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizewe][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizens][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizens][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizeall][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_sizeall][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_no][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_no][1] = -0.5;
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s_rfSoftwareCursorOffset[dc_hand][0] = -0.5;
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s_rfSoftwareCursorOffset[dc_hand][1] = -0.5;
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s_bSoftwareCursorsInitialized = true;
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}
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//-----------------------------------------------------------------------------
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// Selects a cursor
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//-----------------------------------------------------------------------------
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void CursorSelect(HCursor hCursor)
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{
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if ( ( hCursor == dc_alwaysvisible_push ) || ( hCursor == dc_alwaysvisible_pop ) )
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{
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// CConPanel in engine/console.cpp does a SetCursor(null). So when the TF2 chat window pops up
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// and there are console commands showing and fading out in the top left, our chat window
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// will have a cursor show/hide fight with them. So the cursor flickers or doesn't show up
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// at all. Unfortunately on Linux, it's even worse since we recenter the mouse when it's
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// not shown - so we added this API call which causes cursor.cpp to always show the cursor.
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s_nForceCursorVisibleCount += ( hCursor == dc_alwaysvisible_push ? 1 : -1 );
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Assert( s_nForceCursorVisibleCount >= 0 );
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if( ( s_nForceCursorVisibleCount && !s_bCursorVisible ) ||
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( !s_nForceCursorVisibleCount && s_bCursorVisible ) )
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{
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ActivateCurrentCursor();
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}
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return;
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}
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if (s_bCursorLocked)
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return;
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#if defined( WIN32 ) && !defined( USE_SDL )
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s_bCursorVisible = true;
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switch (hCursor)
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{
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case dc_user:
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case dc_none:
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case dc_blank:
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s_bCursorVisible = false;
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break;
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case dc_arrow:
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case dc_waitarrow:
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case dc_ibeam:
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case dc_hourglass:
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case dc_crosshair:
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case dc_up:
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case dc_sizenwse:
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case dc_sizenesw:
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case dc_sizewe:
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case dc_sizens:
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case dc_sizeall:
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case dc_no:
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case dc_hand:
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if( !s_bSoftwareCursorActive )
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{
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s_hCurrentCursor = s_pDefaultCursor[hCursor];
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}
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else
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{
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s_nSoftwareCursorTexture = s_rnSoftwareCursorID[ hCursor ];
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s_fSoftwareCursorOffsetX = s_rfSoftwareCursorOffset[ hCursor ][0];
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s_fSoftwareCursorOffsetY = s_rfSoftwareCursorOffset[ hCursor ][1];
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}
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break;
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default:
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{
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HCURSOR custom = 0;
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if ( g_UserCursors.LookupCursor( hCursor, custom ) && custom != 0 )
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{
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s_hCurrentCursor = custom;
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}
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else
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{
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s_bCursorVisible = false;
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Assert(0);
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}
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}
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break;
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}
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ActivateCurrentCursor();
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#elif defined( USE_SDL )
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switch (hCursor)
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{
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case dc_user:
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case dc_none:
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case dc_blank:
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s_bCursorVisible = false;
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break;
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default:
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// We don't support custom cursors at the moment (but could, if necessary).
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// Fall through and use the arrow for now...
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Assert(0);
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hCursor = dc_arrow;
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case dc_arrow:
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case dc_waitarrow:
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case dc_ibeam:
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case dc_hourglass:
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case dc_crosshair:
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case dc_up:
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case dc_sizenwse:
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case dc_sizenesw:
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case dc_sizewe:
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case dc_sizens:
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case dc_sizeall:
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case dc_no:
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case dc_hand:
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s_bCursorVisible = true;
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if( !s_bSoftwareCursorActive )
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{
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s_hCurrentCursor = s_pDefaultCursor[hCursor];
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}
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else
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{
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s_nSoftwareCursorTexture = s_rnSoftwareCursorID[ hCursor ];
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s_fSoftwareCursorOffsetX = s_rfSoftwareCursorOffset[ hCursor ][0];
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s_fSoftwareCursorOffsetY = s_rfSoftwareCursorOffset[ hCursor ][1];
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}
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break;
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}
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ActivateCurrentCursor();
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#else
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#error
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#endif
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}
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//-----------------------------------------------------------------------------
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// Hides the hardware cursor
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//-----------------------------------------------------------------------------
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void HideHardwareCursor()
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{
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#if defined( WIN32 ) && !defined( USE_SDL )
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::SetCursor(NULL);
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#elif defined( USE_SDL )
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//if ( s_hCurrentlySetCursor != s_pDefaultCursor[ dc_none ] )
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{
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s_hCurrentlySetCursor = s_pDefaultCursor[ dc_none ];
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g_pLauncherMgr->SetMouseCursor( s_hCurrentlySetCursor );
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g_pLauncherMgr->SetMouseVisible( false );
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}
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#else
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#error
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#endif
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}
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//-----------------------------------------------------------------------------
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// Activates the current cursor
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//-----------------------------------------------------------------------------
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void ActivateCurrentCursor()
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{
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if( s_bSoftwareCursorActive )
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{
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HideHardwareCursor();
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return;
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}
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if ( s_bCursorVisible || ( s_nForceCursorVisibleCount > 0 ) )
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{
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#if defined( WIN32 ) && !defined( USE_SDL )
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::SetCursor(s_hCurrentCursor);
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#elif defined( USE_SDL )
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if (s_hCurrentlySetCursor != s_hCurrentCursor )
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{
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s_hCurrentlySetCursor = s_hCurrentCursor;
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g_pLauncherMgr->SetMouseCursor( s_hCurrentlySetCursor );
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g_pLauncherMgr->SetMouseVisible( true );
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}
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#else
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#error
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#endif
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}
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else
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{
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HideHardwareCursor();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: prevents vgui from changing the cursor
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//-----------------------------------------------------------------------------
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void LockCursor( bool bEnable )
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{
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s_bCursorLocked = bEnable;
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ActivateCurrentCursor();
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}
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//-----------------------------------------------------------------------------
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// Purpose: unlocks the cursor state
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//-----------------------------------------------------------------------------
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bool IsCursorLocked()
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{
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return s_bCursorLocked;
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}
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//-----------------------------------------------------------------------------
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// handles mouse movement
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//-----------------------------------------------------------------------------
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void CursorSetPos( void *hwnd, int x, int y )
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{
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#if defined( USE_SDL )
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if ( s_bCursorVisible )
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#endif
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g_pInputSystem->SetCursorPosition( x, y );
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}
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void CursorGetPos(void *hwnd, int &x, int &y)
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{
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#if defined ( USE_SDL ) && !defined( PLATFORM_WINDOWS )
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if ( s_bCursorVisible )
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{
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SDL_GetMouseState( &x, &y );
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int windowHeight = 0;
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int windowWidth = 0;
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//unsigned int ignored;
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SDL_GetWindowSize( ( SDL_Window * )g_pLauncherMgr->GetWindowRef(), &windowWidth, &windowHeight );
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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int rx, ry, width, height;
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pRenderContext->GetViewport( rx, ry, width, height );
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if ( !s_bSoftwareCursorActive && (width != windowWidth || height != windowHeight ) )
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{
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// scale the x/y back into the co-ords of the back buffer, not the scaled up window
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//DevMsg( "Mouse x:%d y:%d %d %d %d %d\n", x, y, width, windowWidth, height, abs( height - windowHeight ) );
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x = x * (float)width/windowWidth;
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y = y * (float)height/windowHeight;
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}
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}
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else
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{
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// cursor is invisible, just say we have it pinned to the middle of the screen
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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int rx, ry, width, height;
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pRenderContext->GetViewport( rx, ry, width, height );
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x = rx + width/2;
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y = ry + height/2;
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//printf( "Mouse(inv) x:%d y:%d %d %d\n", x, y, width, height );
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}
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#else
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POINT pt;
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// Default implementation
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VCRHook_GetCursorPos( &pt );
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VCRHook_ScreenToClient((HWND)hwnd, &pt);
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x = pt.x; y = pt.y;
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#endif
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}
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|
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void EnableSoftwareCursor( bool bEnable )
|
|
{
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|
if( bEnable )
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|
InitSoftwareCursors();
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|
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|
bool bWasEnabled = s_bSoftwareCursorActive;
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|
s_bSoftwareCursorActive = bEnable;
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|
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|
// set the cursor to the arrow (or none if appropriate) if we're activating the
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|
// software cursor. VGUI will likely update it again soon, but this will give
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// us some kind of cursor in the meantime
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|
if( !bWasEnabled && bEnable )
|
|
{
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|
if( s_bCursorVisible )
|
|
CursorSelect( dc_arrow );
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|
}
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|
}
|
|
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|
bool ShouldDrawSoftwareCursor()
|
|
{
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|
return s_bSoftwareCursorActive && s_bCursorVisible;
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|
}
|
|
|
|
int GetSoftwareCursorTexture( float *px, float *py )
|
|
{
|
|
if( px && py )
|
|
{
|
|
*px = s_fSoftwareCursorOffsetX;
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|
*py = s_fSoftwareCursorOffsetY;
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|
}
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|
return s_nSoftwareCursorTexture;
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|
}
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