Team Fortress 2 Source Code as on 22/4/2020
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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;
}