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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmemouseinput.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "vgui/iinput.h"
#include "vgui/ipanel.h"
#include "tier3/tier3.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeMouseInput, CDmeMouseInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeMouseInput::OnConstruction() { m_x.Init( this, "x" ); m_y.Init( this, "y" );
m_xOrigin = 0.0f; m_yOrigin = 0.0f; }
void CDmeMouseInput::OnDestruction() { }
//-----------------------------------------------------------------------------
// IsDirty - ie needs to operate
//-----------------------------------------------------------------------------
bool CDmeMouseInput::IsDirty() { float flX, flY; GetNormalizedCursorPos( flX, flY ); flX -= m_xOrigin; flY -= m_yOrigin;
return ( flX != GetValue< float >( "x" ) ) || ( flY != GetValue< float >( "y" ) ); }
void CDmeMouseInput::Operate() { float flX, flY; GetNormalizedCursorPos( flX, flY );
SetValue( "x", flX - m_xOrigin ); SetValue( "y", flY - m_yOrigin );
// Msg( "CDmeMouseInput::Operate() at <%f, %f>\n", flX, flY );
}
void CDmeMouseInput::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs ) { }
void CDmeMouseInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs ) { attrs.AddToTail( GetAttribute( "x" ) ); attrs.AddToTail( GetAttribute( "y" ) ); }
void CDmeMouseInput::ResetOrigin( float dx, float dy ) { GetNormalizedCursorPos( m_xOrigin, m_yOrigin ); m_xOrigin += dx; m_yOrigin += dy; }
void CDmeMouseInput::GetNormalizedCursorPos( float &flX, float &flY ) { int x, y; g_pVGuiInput->GetCursorPos( x, y );
vgui::VPANEL vpanel = g_pVGuiInput->GetFocus(); if ( !vpanel ) { flX = flY = 0.0f; return; }
int x0, y0; g_pVGuiPanel->GetPos( vpanel, x0, y0 );
int w, h; g_pVGuiPanel->GetSize( vpanel, w, h );
flX = ( x - x0 ) / float(w); flY = ( y - y0 ) / float(h); }
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