* (Windows) Mouse-controlled screens in DMODs control better and hide the original mouse cursor
* (Windows) Now remembers screen size and fullscreen mode (don't forget, you can drag the window corners around to customize the screen size as well) * (Windows) Input URL input area gets focus by default when installing a DMOD by URL * (bugfix) Can no longer tap F8 during a game load to load a save state too early which can freeze the game * (bugfix) Fixed issue where 32 bit tilebitmaps would go wonky when reloading the surface * Default color under status bar is now black, fixes issue when transparent colors are used in the stats area, random garbage would show through git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1473 353e56fe-9613-0410-8469-b96ad8e6f29c
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parent
f7cc1910ce
commit
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9 changed files with 500 additions and 279 deletions
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@ -6,11 +6,17 @@
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CursorComponent::CursorComponent()
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{
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#ifdef WINAPI
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ShowCursor(false);
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#endif
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SetName("Cursor");
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}
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CursorComponent::~CursorComponent()
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{
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#ifdef WINAPI
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ShowCursor(true);
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#endif
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}
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void CursorComponent::OnAdd(Entity *pEnt)
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@ -28,6 +34,7 @@ void CursorComponent::OnAdd(Entity *pEnt)
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GetParent()->GetFunction("OnInput")->sig_function.connect(1, boost::bind(&CursorComponent::OnInput, this, _1));
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GetParent()->GetParent()->GetFunction("OnKillingControls")->sig_function.connect(1, boost::bind(&CursorComponent::OnKillingControls, this, _1));
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}
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void CursorComponent::OnRemove()
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@ -58,30 +65,73 @@ void CursorComponent::OnUpdate(VariantList *pVList)
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void CursorComponent::OnInput( VariantList *pVList )
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{
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//0 = message type, 1 = parent coordinate offset
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CL_Vec2f pt = pVList->Get(1).GetVector2();
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//pt += GetAlignmentOffset(*m_pSize2d, eAlignment(*m_pAlignment));
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switch (eMessageType( int(pVList->Get(0).GetFloat())))
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if (IsDesktop())
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{
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case MESSAGE_TYPE_GUI_CLICK_START:
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//HandleClickStart(pt);
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OnUpdatePos(pt);
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break;
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case MESSAGE_TYPE_GUI_CLICK_END:
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if (!m_bDisable)
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//controls for a real mouse
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switch (eMessageType(int(pVList->Get(0).GetFloat())))
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{
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case MESSAGE_TYPE_GUI_CLICK_START:
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//HandleClickStart(pt);
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OnUpdatePos(pt);
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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}
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break;
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case MESSAGE_TYPE_GUI_CLICK_END:
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if (!m_bDisable)
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{
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//HandleClickEnd(pt);
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break;
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case MESSAGE_TYPE_GUI_CLICK_MOVE:
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case MESSAGE_TYPE_GUI_CLICK_MOVE_RAW:
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OnUpdatePos(pt);
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break;
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}
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}
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//HandleClickEnd(pt);
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break;
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case MESSAGE_TYPE_GUI_CLICK_MOVE:
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case MESSAGE_TYPE_GUI_CLICK_MOVE_RAW:
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OnUpdatePos(pt);
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break;
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}
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}
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else
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{
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//controls for a touch screen. Selecting is different
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switch (eMessageType(int(pVList->Get(0).GetFloat())))
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{
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case MESSAGE_TYPE_GUI_CLICK_START:
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//HandleClickStart(pt);
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OnUpdatePos(pt);
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break;
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case MESSAGE_TYPE_GUI_CLICK_END:
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if (!m_bDisable)
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{
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OnUpdatePos(pt);
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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}
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//HandleClickEnd(pt);
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break;
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case MESSAGE_TYPE_GUI_CLICK_MOVE:
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case MESSAGE_TYPE_GUI_CLICK_MOVE_RAW:
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OnUpdatePos(pt);
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break;
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}
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}
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}
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