Torque3D/Engine/source/windowManager/platformCursorController.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "windowManager/platformCursorController.h"
void PlatformCursorController::pushCursor( S32 cursorID )
{
// Place the new cursor shape onto the stack
mCursors.increment();
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Cursor_Shape &shape = mCursors.last();
shape.mCursorType = Cursor_Shape::TYPE_RESOURCE;
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shape.mCursorID = cursorID;
// Now Change the Cursor Shape.
setCursorShape( shape.mCursorID );
}
void PlatformCursorController::pushCursor( const UTF8 *fileName )
{
// Place the new cursor shape onto the stack
mCursors.increment();
// Store the Details.
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Cursor_Shape &shape = mCursors.last();
shape.mCursorType = Cursor_Shape::TYPE_FILE;
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shape.mCursorFile = String::ToString( "%s", fileName );
// Now Change the Cursor Shape.
setCursorShape( shape.mCursorFile.c_str(), true );
}
void PlatformCursorController::popCursor()
{
// Before poping the stack, make sure we're not trying to remove the last cursor shape
if ( mCursors.size() <= 1 )
{
return;
}
// Clear the Last Cursor.
mCursors.pop_back();
// Now Change the Cursor Shape.
setCursorShape( mCursors.last(), true );
}
void PlatformCursorController::refreshCursor()
{
// Refresh the Cursor Shape.
setCursorShape( mCursors.last(), false );
}
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void PlatformCursorController::setCursorShape( const Cursor_Shape &shape, bool reload )
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{
switch( shape.mCursorType )
{
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case Cursor_Shape::TYPE_RESOURCE :
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{
// Set Resource.
setCursorShape( shape.mCursorID );
} break;
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case Cursor_Shape::TYPE_FILE :
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{
// Set File.
setCursorShape( shape.mCursorFile.c_str(), reload );
} break;
}
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}