720 lines
20 KiB
C++
720 lines
20 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/***********************************************************************************************
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* *
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* Project Name : Westwood 32 bit Library *
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* *
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* File Name : MOUSE.CPP *
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* *
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* Programmer : Philip W. Gorrow *
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* *
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* Start Date : 12/12/95 *
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* *
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* Last Update : December 12, 1995 [PWG] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* WWMouseClass::WWMouseClass -- Constructor for the Mouse Class *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "mouse.h"
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#include <mmsystem.h>
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static WWMouseClass *_Mouse=NULL;
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void CALLBACK Process_Mouse( UINT event_id, UINT res1 , DWORD user, DWORD res2, DWORD res3 );
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extern bool GameInFocus;
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/***********************************************************************************************
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* MOUSECLASS::MOUSECLASS -- Constructor for the Mouse Class *
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* *
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* INPUT: GraphicViewPortClass * screen - pointer to screen mouse is created for *
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* *
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* OUTPUT: none *
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* *
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* HISTORY: *
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* 12/12/1995 PWG : Created. *
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*=============================================================================================*/
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WWMouseClass::WWMouseClass(GraphicViewPortClass *scr, int mouse_max_width, int mouse_max_height)
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{
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MouseCursor = new char[mouse_max_width * mouse_max_height];
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MouseXHot = 0;
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MouseYHot = 0;
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CursorWidth = 0;
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CursorHeight = 0;
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MouseBuffer = new char[mouse_max_width * mouse_max_height];
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MouseBuffX = -1;
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MouseBuffY = -1;
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MaxWidth = mouse_max_width;
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MaxHeight = mouse_max_height;
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MouseCXLeft = 0;
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MouseCYUpper = 0;
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MouseCXRight = 0;
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MouseCYLower = 0;
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MCFlags = 0;
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MCCount = 0;
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Screen = scr;
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PrevCursor = NULL;
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MouseUpdate = 0;
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State = 1;
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timeBeginPeriod ( 1000/ 60);
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InitializeCriticalSection (&MouseCriticalSection);
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//
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// Install the timer callback event handler
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//
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EraseBuffer = new char[mouse_max_width * mouse_max_height];
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EraseBuffX = -1;
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EraseBuffY = -1;
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EraseBuffHotX = -1;
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EraseBuffHotY = -1;
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EraseFlags = FALSE;
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_Mouse = this;
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// Add TIME_KILL_SYNCHRONOUS flag. ST - 2/13/2019 5:07PM
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//TimerHandle = timeSetEvent( 1000/60 , 1 , ::Process_Mouse, 0 , TIME_PERIODIC);
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//TimerHandle = timeSetEvent( 1000/60 , 1 , ::Process_Mouse, 0 , TIME_PERIODIC | TIME_KILL_SYNCHRONOUS); // Removed. ST - 2/13/2019 5:12PM
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/*
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** Force the windows mouse pointer to stay withing the graphic view port region
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*/
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Set_Cursor_Clip();
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}
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WWMouseClass::~WWMouseClass()
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{
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MouseUpdate++;
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if (MouseCursor) delete[] MouseCursor;
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if (MouseBuffer) delete[] MouseBuffer;
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if (TimerHandle) {
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timeKillEvent(TimerHandle);
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TimerHandle = 0; //ST - 2/13/2019 5:12PM
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}
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timeEndPeriod (1000/60);
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DeleteCriticalSection(&MouseCriticalSection);
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/*
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** Free up the windows mouse pointer movement
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*/
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Clear_Cursor_Clip();
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}
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void Block_Mouse(GraphicBufferClass *buffer)
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{
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if (_Mouse){
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_Mouse->Block_Mouse(buffer);
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}
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}
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void Unblock_Mouse(GraphicBufferClass *buffer)
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{
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if (_Mouse){
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_Mouse->Unblock_Mouse(buffer);
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}
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}
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void WWMouseClass::Block_Mouse(GraphicBufferClass *buffer)
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{
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if (buffer == Screen->Get_Graphic_Buffer()){
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EnterCriticalSection(&MouseCriticalSection);
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}
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}
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void WWMouseClass::Unblock_Mouse(GraphicBufferClass *buffer)
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{
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if (buffer == Screen->Get_Graphic_Buffer()){
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LeaveCriticalSection(&MouseCriticalSection);
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}
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}
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void WWMouseClass::Set_Cursor_Clip(void)
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{
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#if (0) // Not needed. ST - 1/3/2019 2:18PM
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if (Screen){
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RECT region;
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region.left = 0;
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region.top = 0;
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region.right = Screen->Get_Width();
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region.bottom = Screen->Get_Height();
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ClipCursor(®ion);
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}
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#endif
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}
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void WWMouseClass::Clear_Cursor_Clip(void)
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{
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#if (0)
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ClipCursor(NULL);
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#endif
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}
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void WWMouseClass::Process_Mouse(void)
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{
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//ST - 1/3/2019 10:50AM
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return;
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#if (0)
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POINT pt; // define a structure to hold current cursor pos
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//
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// If the mouse is currently hidden or it has not been installed, then we
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// have no need to redraw the mouse.
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//
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if (!Screen || !_Mouse || State > 0 || MouseUpdate || EraseFlags || !GameInFocus)
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return;
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//
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// Make sure there are no conflicts with other
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// threads that may try and lock the screen buffer
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//
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//Block_Mouse(Screen->Get_Graphic_Buffer());
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//
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// If the screen is already locked by another thread then just exit
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//
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if (Screen->Get_LockCount()!=0){
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//Unblock_Mouse(Screen->Get_Graphic_Buffer());
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return;
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}
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//
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// Get the mouse's current real cursor position
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//
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GetCursorPos(&pt); // get the current cursor position
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//
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// If the mouse has moved then we are responsible to redraw the mouse
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//
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if (pt.x != MouseBuffX || pt.y != MouseBuffY) {
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//
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// If we can't lock the surface we need to draw to, we cannot update
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// the mouse.
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//
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if (Screen->Lock()) {
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//
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// Erase the old mouse by dumping the mouses shadow buff
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// to the screen (if its position had ever been recorded).
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//
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Low_Hide_Mouse();
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//
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// Verify that the mouse has not gone into a conditional hiden area
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// If it has, mark it as being in one.
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//
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if (MCFlags & CONDHIDE && pt.x >= MouseCXLeft && pt.x <= MouseCXRight && pt.y >= MouseCYUpper && pt.y <= MouseCYLower) {
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MCFlags |= CONDHIDDEN;
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}
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//
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// Show the mouse if we are allowed to.
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//
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if (!(MCFlags & CONDHIDDEN)) {
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Low_Show_Mouse(pt.x, pt.y);
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}
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//
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// Finally unlock the destination surface as we have sucessfully
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// updated the mouse.
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//
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Screen->Unlock();
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}
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}
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//
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// Allow other threads to lock the screen again
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//
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//Unblock_Mouse(Screen->Get_Graphic_Buffer());
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#endif
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}
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void *WWMouseClass::Set_Cursor(int xhotspot, int yhotspot, void *cursor)
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{
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//ST - 1/3/2019 10:50AM
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xhotspot;
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yhotspot;
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cursor;
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return cursor;
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#if (0)
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//
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// If the pointer to the cursor we got is invalid, or its the same as the
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// currently set cursor then just return.
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if (!cursor || cursor == PrevCursor)
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return(cursor);
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//
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// Wait until we have exclusive access to our data
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//
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MouseUpdate++;
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//
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// Since we are updating the mouse we need to hide the cursor so we
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// do not get some sort of weird transformation.
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//
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Hide_Mouse();
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//
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// Now convert the shape to a mouse cursor with the given hotspots and
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// set it as our current mouse.
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//
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void *retval = ASM_Set_Mouse_Cursor(this, xhotspot, yhotspot, cursor);
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//
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// Show the mouse which will force it to appear with the new shape we
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// have assigned.
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//
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Show_Mouse();
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//
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// We are done updating the mouse cursor so on to bigger and better things.
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//
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MouseUpdate--;
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//
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// Return the previous mouse cursor which as conveniantly passed back by
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// Asm_Set_Mouse_Cursor.
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//
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return(retval);
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#endif
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}
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void WWMouseClass::Low_Hide_Mouse()
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{
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//ST - 1/3/2019 10:50AM
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#if (0)
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if (!State) {
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if (MouseBuffX != -1 || MouseBuffY != -1) {
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if (Screen->Lock()){
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Mouse_Shadow_Buffer(this, Screen, MouseBuffer, MouseBuffX, MouseBuffY, MouseXHot, MouseYHot, 0);
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Screen->Unlock();
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}
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}
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MouseBuffX = -1;
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MouseBuffY = -1;
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}
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#endif
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State++;
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}
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void WWMouseClass::Hide_Mouse()
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{
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MouseUpdate++;
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Low_Hide_Mouse();
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MouseUpdate--;
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}
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void WWMouseClass::Low_Show_Mouse(int x, int y)
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{
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//
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// If the mouse is already visible then just ignore the problem.
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//
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if (State == 0) return;
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//
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// Make the mouse a little bit more visible
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//
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State--;
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//ST - 1/3/2019 10:50AM
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#if (0)
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//
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// If the mouse is completely visible then draw it at its current
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// position.
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//
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if (!State) {
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//
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// Try to lock the screen til we sucessfully get a lock.
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//
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if (Screen->Lock()){
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//
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// Save off the area behind the mouse.
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//
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Mouse_Shadow_Buffer(this, Screen, MouseBuffer, x, y, MouseXHot, MouseYHot, 1);
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//
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// Draw the mouse in its new location
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//
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::Draw_Mouse(this, Screen, x, y);
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//
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// Save off the positions that we saved the buffer from
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//
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MouseBuffX = x;
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MouseBuffY = y;
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//
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// Unlock the screen and lets get moving.
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//
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Screen->Unlock();
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}
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}
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#endif
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}
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void WWMouseClass::Show_Mouse()
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{
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POINT pt;
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GetCursorPos(&pt);
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MouseUpdate++;
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Low_Show_Mouse(pt.x, pt.y);
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MouseUpdate--;
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}
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void WWMouseClass::Conditional_Hide_Mouse(int x1, int y1, int x2, int y2)
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{
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POINT pt;
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MouseUpdate++;
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//
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// First of all, adjust all the coordinates so that they handle
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// the fact that the hotspot is not necessarily the upper left
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// corner of the mouse.
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//
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x1 -= (CursorWidth - MouseXHot);
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x1 = MAX(0, x1);
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y1 -= (CursorHeight - MouseYHot);
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y1 = MAX(0, y1);
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x2 += MouseXHot;
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x2 = MIN(x2, Screen->Get_Width());
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y2 += MouseYHot;
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y2 = MIN(y2, Screen->Get_Height());
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// The mouse could be in one of four conditions.
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// 1) The mouse is visible and no conditional hide has been specified.
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// (perform normal region checking with possible hide)
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// 2) The mouse is hidden and no conditional hide as been specified.
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// (record region and do nothing)
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// 3) The mouse is visible and a conditional region has been specified
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// (expand region and perform check with possible hide).
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// 4) The mouse is already hidden by a previous conditional.
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// (expand region and do nothing)
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//
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// First: Set or expand the region according to the specified parameters
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if (!MCCount) {
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MouseCXLeft = x1;
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MouseCYUpper = y1;
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MouseCXRight = x2;
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MouseCYLower = y2;
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} else {
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MouseCXLeft = MIN(x1, MouseCXLeft);
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MouseCYUpper = MIN(y1, MouseCYUpper);
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MouseCXRight = MAX(x2, MouseCXRight);
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MouseCYLower = MAX(y2, MouseCYLower);
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}
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//
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// If the mouse isn't already hidden, then check its location against
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// the hiding region and hide if necessary.
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//
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if (!(MCFlags & CONDHIDDEN)) {
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GetCursorPos(&pt);
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if (MouseBuffX >= MouseCXLeft && MouseBuffX <= MouseCXRight && MouseBuffY >= MouseCYUpper && MouseBuffY <= MouseCYLower) {
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Low_Hide_Mouse();
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MCFlags |= CONDHIDDEN;
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}
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}
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//
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// Record the fact that a conditional hide was called and then exit
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//
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//
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MCFlags |= CONDHIDE;
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MCCount++;
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MouseUpdate--;
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}
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void WWMouseClass::Conditional_Show_Mouse(void)
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{
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MouseUpdate++;
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//
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// if there are any nested hides then dec the count
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//
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if (MCCount) {
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MCCount--;
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//
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// If the mouse is now not hidden and it had actually been
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// hidden before then display it.
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//
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if (!MCCount) {
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if (MCFlags & CONDHIDDEN) {
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Show_Mouse();
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}
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MCFlags = 0;
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}
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}
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MouseUpdate--;
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}
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void WWMouseClass::Draw_Mouse(GraphicViewPortClass *scr)
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{
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scr;
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return;
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//ST - 1/3/2019 10:50AM
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#if (0)
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POINT pt;
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if (State != 0) return;
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MouseUpdate++;
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//
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// Get the position that the mouse is currently located at
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//
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GetCursorPos(&pt);
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if (MCFlags & CONDHIDE && pt.x >= MouseCXLeft && pt.x <= MouseCXRight && pt.y >= MouseCYUpper && pt.y <= MouseCYLower) {
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Hide_Mouse();
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MCFlags |= CONDHIDDEN;
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} else {
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//
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// If the mouse is already visible then just ignore the problem.
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//
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EraseFlags = TRUE;
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//
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// Try to lock the screen - dont do video stuff if we cant.
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//
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if (scr->Lock()){
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//
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// Save off the area behind the mouse into two different buffers, one
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// which will be used to restore the mouse and the other which will
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// be used to restore the hidden surface when we get a chance.
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//
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Mouse_Shadow_Buffer(this, scr, EraseBuffer, pt.x, pt.y, MouseXHot, MouseYHot, 1);
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memcpy(MouseBuffer, EraseBuffer, MaxWidth * MaxHeight);
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//
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// Draw the mouse in its new location
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//
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::Draw_Mouse(this, scr, pt.x, pt.y);
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//
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// Save off the positions that we saved the buffer from
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//
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EraseBuffX = pt.x;
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MouseBuffX = pt.x;
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EraseBuffY = pt.y;
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MouseBuffY = pt.y;
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EraseBuffHotX = MouseXHot;
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EraseBuffHotY = MouseYHot;
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//
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// Unlock the screen and lets get moving.
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//
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scr->Unlock();
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}
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}
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MouseUpdate--;
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#endif
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}
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void WWMouseClass::Erase_Mouse(GraphicViewPortClass *scr, int forced)
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{
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//ST - 1/3/2019 10:50AM
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scr;
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forced;
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return;
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#if (0)
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//
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// If we are forcing the redraw of a mouse we already managed to
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// restore then just get outta here.
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//
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if (forced && EraseBuffX == -1 && EraseBuffY == -1) return;
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MouseUpdate++;
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//
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// If this is not a forced call, only update the mouse is we can legally
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// lock the buffer.
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//
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if (!forced) {
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#if(0)
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if (scr->Lock()) {
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//
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// If the surface has not already been restore then restore it and erase the
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// restoration coordinates so we don't accidentally do it twice.
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//
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if (EraseBuffX != -1 || EraseBuffY != -1) {
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Mouse_Shadow_Buffer(this, scr, EraseBuffer, EraseBuffX, EraseBuffY, 0);
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EraseBuffX = -1;
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EraseBuffY = -1;
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}
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//
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// We are done writing to the buffer so unlock it.
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//
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scr->Unlock();
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}
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#endif
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} else {
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//
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// If the surface has not already been restore then restore it and erase the
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// restoration coordinates so we don't accidentally do it twice.
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//
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if (EraseBuffX != -1 || EraseBuffY != -1) {
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if (scr->Lock()){
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Mouse_Shadow_Buffer(this, scr, EraseBuffer, EraseBuffX, EraseBuffY, EraseBuffHotX, EraseBuffHotY, 0);
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scr->Unlock();
|
|
}
|
|
EraseBuffX = -1;
|
|
EraseBuffY = -1;
|
|
}
|
|
}
|
|
MouseUpdate--;
|
|
EraseFlags = FALSE;
|
|
#endif
|
|
}
|
|
|
|
int WWMouseClass::Get_Mouse_State(void)
|
|
{
|
|
return(State);
|
|
}
|
|
/***********************************************************************************************
|
|
* WWKeyboardClass::Get_Mouse_X -- Returns the mouses current x position in pixels *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: int - returns the mouses current x position in pixels *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/17/1995 PWG : Created. *
|
|
*=============================================================================================*/
|
|
int WWMouseClass::Get_Mouse_X(void)
|
|
{
|
|
POINT pt;
|
|
GetCursorPos(&pt);
|
|
return(pt.x);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* WWKeyboardClass::Get_Mouse_Y -- returns the mouses current y position in pixels *
|
|
* *
|
|
* INPUT: none *
|
|
* *
|
|
* OUTPUT: int - returns the mouses current y position in pixels *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/17/1995 PWG : Created. *
|
|
*=============================================================================================*/
|
|
int WWMouseClass::Get_Mouse_Y(void)
|
|
{
|
|
POINT pt;
|
|
GetCursorPos(&pt);
|
|
return(pt.y);
|
|
}
|
|
|
|
/***********************************************************************************************
|
|
* WWKeyboardClass::Get_Mouse_XY -- Returns the mouses x,y position via reference vars *
|
|
* *
|
|
* INPUT: int &x - variable to return the mouses x position in pixels *
|
|
* int &y - variable to return the mouses y position in pixels *
|
|
* *
|
|
* OUTPUT: none - output is via reference variables *
|
|
* *
|
|
* HISTORY: *
|
|
* 10/17/1995 PWG : Created. *
|
|
*=============================================================================================*/
|
|
void WWMouseClass::Get_Mouse_XY(int &x, int &y)
|
|
{
|
|
POINT pt;
|
|
|
|
GetCursorPos(&pt);
|
|
x = pt.x;
|
|
y = pt.y;
|
|
}
|
|
|
|
//#pragma off(unreferenced)
|
|
|
|
void CALLBACK Process_Mouse( UINT event_id, UINT res1 , DWORD user, DWORD res2, DWORD res3 )
|
|
{
|
|
static BOOL in_mouse_callback = false;
|
|
|
|
if (_Mouse && !in_mouse_callback) {
|
|
in_mouse_callback = TRUE;
|
|
_Mouse->Process_Mouse();
|
|
in_mouse_callback = FALSE;
|
|
}
|
|
}
|
|
//#pragma on(unreferenced)
|
|
|
|
void Hide_Mouse(void)
|
|
{
|
|
if (!_Mouse) return;
|
|
_Mouse->Hide_Mouse();
|
|
}
|
|
|
|
void Show_Mouse(void)
|
|
{
|
|
if (!_Mouse) return;
|
|
_Mouse->Show_Mouse();
|
|
}
|
|
|
|
void Conditional_Hide_Mouse(int x1, int y1, int x2, int y2)
|
|
{
|
|
if (!_Mouse) return;
|
|
_Mouse->Conditional_Hide_Mouse(x1, y1, x2, y2);
|
|
}
|
|
|
|
void Conditional_Show_Mouse(void)
|
|
{
|
|
if (!_Mouse) return;
|
|
_Mouse->Conditional_Show_Mouse();
|
|
}
|
|
|
|
int Get_Mouse_State(void)
|
|
{
|
|
if (!_Mouse) return(0);
|
|
return(_Mouse->Get_Mouse_State());
|
|
}
|
|
|
|
void *Set_Mouse_Cursor(int hotx, int hoty, void *cursor)
|
|
{
|
|
if (!_Mouse) return(0);
|
|
return(_Mouse->Set_Cursor(hotx,hoty,cursor));
|
|
}
|
|
|
|
extern int DLLForceMouseX;
|
|
extern int DLLForceMouseY;
|
|
|
|
|
|
int Get_Mouse_X(void)
|
|
{
|
|
if (DLLForceMouseX >= 0) {
|
|
return DLLForceMouseX;
|
|
}
|
|
if (!_Mouse) return(0);
|
|
return(_Mouse->Get_Mouse_X());
|
|
}
|
|
|
|
int Get_Mouse_Y(void)
|
|
{
|
|
if (DLLForceMouseY >= 0) {
|
|
return DLLForceMouseY;
|
|
}
|
|
|
|
if (!_Mouse) return(0);
|
|
return(_Mouse->Get_Mouse_Y());
|
|
} |