mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Changed mouse pointer coordinates from client to screen space. Done in order to be consistent with existing engine comments, API help doc string, and how it used to work in Win32 window management code.
113 lines
3.9 KiB
C++
113 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "core/strings/unicode.h"
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#include "math/mMath.h"
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#include "windowManager/sdl/sdlWindow.h"
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#include "windowManager/sdl/sdlWindowMgr.h"
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#include "windowManager/sdl/sdlCursorController.h"
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#include "platform/platformInput.h"
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#include "SDL.h"
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static struct { U32 id; SDL_SystemCursor resourceID; SDL_Cursor *cursor;} sgCursorShapeMap[]=
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{
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{ PlatformCursorController::curArrow, SDL_SYSTEM_CURSOR_ARROW , NULL },
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{ PlatformCursorController::curWait, SDL_SYSTEM_CURSOR_WAIT, NULL },
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{ PlatformCursorController::curPlus, SDL_SYSTEM_CURSOR_CROSSHAIR, NULL },
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{ PlatformCursorController::curResizeVert, SDL_SYSTEM_CURSOR_SIZEWE, NULL },
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{ PlatformCursorController::curResizeHorz, SDL_SYSTEM_CURSOR_SIZENS, NULL },
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{ PlatformCursorController::curResizeAll, SDL_SYSTEM_CURSOR_SIZEALL, NULL },
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{ PlatformCursorController::curIBeam, SDL_SYSTEM_CURSOR_IBEAM, NULL },
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{ PlatformCursorController::curResizeNESW, SDL_SYSTEM_CURSOR_SIZENESW, NULL },
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{ PlatformCursorController::curResizeNWSE, SDL_SYSTEM_CURSOR_SIZENWSE, NULL },
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{ PlatformCursorController::curHand, SDL_SYSTEM_CURSOR_HAND, NULL },
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{ PlatformCursorController::curWaitArrow, SDL_SYSTEM_CURSOR_WAITARROW, NULL },
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{ PlatformCursorController::curNoNo, SDL_SYSTEM_CURSOR_NO, NULL },
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};
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U32 PlatformCursorControllerSDL::getDoubleClickTime()
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{
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// TODO SDL
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return 500;
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}
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S32 PlatformCursorControllerSDL::getDoubleClickWidth()
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{
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// TODO SDL
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return 32;
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}
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S32 PlatformCursorControllerSDL::getDoubleClickHeight()
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{
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// TODO SDL
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return 32;
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}
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void PlatformCursorControllerSDL::setCursorPosition( S32 x, S32 y )
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{
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SDL_WarpMouseGlobal(x, y);
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}
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void PlatformCursorControllerSDL::getCursorPosition( Point2I &point )
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{
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SDL_GetGlobalMouseState( &point.x, &point.y );
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}
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void PlatformCursorControllerSDL::setCursorVisible( bool visible )
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{
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SDL_ShowCursor( visible );
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}
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bool PlatformCursorControllerSDL::isCursorVisible()
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{
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return SDL_ShowCursor( -1 );;
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}
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void PlatformCursorControllerSDL::setCursorShape(U32 cursorID)
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{
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SDL_Cursor* cursor = NULL;
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for(S32 i = 0; i < numPlatformCursors; ++i)
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{
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if(cursorID == sgCursorShapeMap[i].id)
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{
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if( !sgCursorShapeMap[i].cursor )
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sgCursorShapeMap[i].cursor = SDL_CreateSystemCursor( sgCursorShapeMap[i].resourceID );
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cursor = sgCursorShapeMap[i].cursor;
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break;
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}
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}
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if( !cursor )
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return;
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SDL_SetCursor(cursor);
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}
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void PlatformCursorControllerSDL::setCursorShape( const UTF8 *fileName, bool reload )
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{
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// TODO SDL
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AssertWarn(0, "PlatformCursorControllerSDL::setCursorShape - Not implemented");
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}
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