Fully working hardware cursors (if you compile SDL2 with XCursor support)

actorid
Jordan Milne 12 years ago
parent 3fb920a66f
commit eeacb04fe2

@ -159,7 +159,7 @@ namespace MWBase
virtual void setFocusObject(const MWWorld::Ptr& focus) = 0;
virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y) = 0;
virtual void setMouseVisible(bool visible) = 0;
virtual void setCursorVisible(bool visible) = 0;
virtual void getMousePosition(int &x, int &y) = 0;
virtual void getMousePosition(float &x, float &y) = 0;
virtual void setDragDrop(bool dragDrop) = 0;

@ -190,6 +190,9 @@ WindowManager::WindowManager(
mInputBlocker = mGui->createWidget<MyGUI::Widget>("",0,0,w,h,MyGUI::Align::Default,"Windows","");
//make sure the cursor in the GL context isn't visible
MyGUI::PointerManager::getInstance().setVisible(false);
// The HUD is always on
mHud->setVisible(true);
@ -302,7 +305,7 @@ void WindowManager::updateVisible()
mHud->setVisible(true);
// Mouse is visible whenever we're not in game mode
MyGUI::PointerManager::getInstance().setVisible(isGuiMode());
setCursorVisible(isGuiMode());
bool gameMode = !isGuiMode();
@ -417,13 +420,13 @@ void WindowManager::updateVisible()
break;
case GM_LoadingWallpaper:
mHud->setVisible(false);
MyGUI::PointerManager::getInstance().setVisible(false);
setCursorVisible(false);
break;
case GM_Loading:
MyGUI::PointerManager::getInstance().setVisible(false);
setCursorVisible(false);
break;
case GM_Video:
MyGUI::PointerManager::getInstance().setVisible(false);
setCursorVisible(false);
mHud->setVisible(false);
break;
default:
@ -737,9 +740,15 @@ void WindowManager::setSpellVisibility(bool visible)
mHud->setEffectVisible (visible);
}
void WindowManager::setMouseVisible(bool visible)
void WindowManager::setCursorVisible(bool visible)
{
MyGUI::PointerManager::getInstance().setVisible(visible);
if(visible == mCursorVisible)
return;
mCursorVisible = visible;
if(mCursorChangeClient != NULL)
mCursorChangeClient->cursorVisible(visible);
}
void WindowManager::setDragDrop(bool dragDrop)
@ -775,6 +784,7 @@ void WindowManager::onRetrieveTag(const MyGUI::UString& _tag, MyGUI::UString& _r
{
mCursorChangeClient = client;
onCursorChange(PointerManager::getInstance().getDefaultPointer());
client->cursorVisible(mCursorVisible);
}
void WindowManager::onCursorChange(const std::string &name)

@ -154,7 +154,7 @@ namespace MWGui
virtual void setFocusObject(const MWWorld::Ptr& focus);
virtual void setFocusObjectScreenCoords(float min_x, float min_y, float max_x, float max_y);
virtual void setMouseVisible(bool visible);
virtual void setCursorVisible(bool visible);
virtual void getMousePosition(int &x, int &y);
virtual void getMousePosition(float &x, float &y);
virtual void setDragDrop(bool dragDrop);
@ -275,6 +275,7 @@ namespace MWGui
bool mCrosshairEnabled;
bool mSubtitlesEnabled;
bool mHudEnabled;
bool mCursorVisible;
/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
// Various stats about player as needed by window manager

@ -228,6 +228,11 @@ namespace SFO
}
}
void InputWrapper::cursorVisible(bool visible)
{
SDL_ShowCursor(visible ? SDL_TRUE : SDL_FALSE);
}
void InputWrapper::receiveCursorInfo(const std::string& name, Ogre::TexturePtr tex, Uint8 size_x, Uint8 size_y, Uint8 hotspot_x, Uint8 hotspot_y)
{
_createCursorFromResource(name, tex, size_x, size_y, hotspot_x, hotspot_y);
@ -264,7 +269,7 @@ namespace SFO
Ogre::PixelBox& pixels = const_cast<Ogre::PixelBox&>(new_buffer->lock(box, Ogre::HardwarePixelBuffer::HBL_READ_ONLY));
SDL_Surface* surf = SDL_CreateRGBSurface(0,size_x,size_y,32,0,0,0,0);
SDL_Surface* surf = SDL_CreateRGBSurface(0,size_x,size_y,32,0xFF000000,0x00FF0000,0x0000FF00,0x000000FF);
//copy the Ogre texture to an SDL surface
@ -275,7 +280,7 @@ namespace SFO
Ogre::ColourValue clr = pixels.getColourAt(x, y, 0);
//set the pixel on the SDL surface to the same value as the Ogre texture's
_putPixel(surf, x, y, SDL_MapRGBA(surf->format, clr.r, clr.g, clr.b, clr.a));
_putPixel(surf, x, y, SDL_MapRGBA(surf->format, clr.r*255, clr.g*255, clr.b*255, clr.a*255));
}
}

@ -28,6 +28,9 @@ namespace SFO
/// \brief Follow up a cursorChanged() call with enough info to create an SDL cursor.
virtual void receiveCursorInfo(const std::string &name, Ogre::TexturePtr tex, Uint8 size_x, Uint8 size_y, Uint8 hotspot_x, Uint8 hotspot_y) = 0;
/// \brief Tell the client when the cursor visibility changed
virtual void cursorVisible(bool visible) = 0;
};
class InputWrapper :
@ -50,6 +53,7 @@ namespace SFO
virtual bool cursorChanged(const std::string &name);
virtual void receiveCursorInfo(const std::string &name, Ogre::TexturePtr tex, Uint8 size_x, Uint8 size_y, Uint8 hotspot_x, Uint8 hotspot_y);
virtual void cursorVisible(bool visible);
OIS::KeyCode sdl2OISKeyCode(SDL_Keycode code);

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