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