144 lines
4.9 KiB
C++
144 lines
4.9 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : W3DView *
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* *
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* $Archive:: /Commando/Code/wwui/screencursor.cpp $Modtime:: $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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// Disable warning about exception handling not being enabled. It's used as part of STL - in a part of STL we don't use.
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#pragma warning(disable : 4530)
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#include "screencursor.h"
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#include "ww3d.h"
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#include "texture.h"
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#include "render2d.h"
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#include "rect.h"
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#include "dialogmgr.h"
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///////////////////////////////////////////////////////////////////
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//
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// ScreenCursorClass
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//
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///////////////////////////////////////////////////////////////////
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ScreenCursorClass::ScreenCursorClass (void) :
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Hotspot (0, 0),
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Texture (NULL),
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Width (0),
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Height (0)
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{
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// ~ScreenCursorClass
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//
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///////////////////////////////////////////////////////////////////
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ScreenCursorClass::~ScreenCursorClass (void)
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{
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REF_PTR_RELEASE (Texture);
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// Set_Texture
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//
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///////////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Set_Texture (TextureClass *texture)
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{
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REF_PTR_SET (Texture, texture);
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//
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// Find the dimensions of the texture:
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//
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if (Texture != NULL) {
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// SurfaceClass::SurfaceDescription surface_desc;
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// Texture->Get_Level_Description(surface_desc);
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// Width = surface_desc.Width;
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// Height = surface_desc.Height;
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Texture->Init();
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Width = Texture->Get_Width();
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Height = Texture->Get_Height();
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}
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Renderer.Set_Texture (Texture);
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Renderer.Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution ());
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// Render
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//
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///////////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Render (void)
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{
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//
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// Get the cursor's position
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//
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Vector3 cursor_pos = DialogMgrClass::Get_Mouse_Pos ();
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//
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// Clamp the cursor to the screen bounds
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//
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const RectClass &screen_rect = Render2DClass::Get_Screen_Resolution ();
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cursor_pos.X = WWMath::Clamp (cursor_pos.X, screen_rect.Left, screen_rect.Right - 5);
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cursor_pos.Y = WWMath::Clamp (cursor_pos.Y, screen_rect.Top, screen_rect.Bottom - 5);
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DialogMgrClass::Set_Mouse_Pos (cursor_pos);
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//
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// Take the hotspot into account
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//
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cursor_pos.X -= Hotspot.X;
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cursor_pos.Y -= Hotspot.Y;
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//
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// Build the screen-space rectangle we'll render to
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//
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RectClass rect;
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rect.Left = (int)cursor_pos.X;
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rect.Top = (int)cursor_pos.Y;
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rect.Right = (int)cursor_pos.X + Width;
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rect.Bottom = (int)cursor_pos.Y + Height;
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//
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// Render the mouse cursor
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//
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Renderer.Reset ();
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Renderer.Add_Quad (rect, RectClass (0, 0, 1, 1));
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Renderer.Render ();
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return ;
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}
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