Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmemouseinput.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "vgui/iinput.h"
#include "vgui/ipanel.h"
#include "tier3/tier3.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeMouseInput, CDmeMouseInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeMouseInput::OnConstruction()
{
m_x.Init( this, "x" );
m_y.Init( this, "y" );
m_xOrigin = 0.0f;
m_yOrigin = 0.0f;
}
void CDmeMouseInput::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// IsDirty - ie needs to operate
//-----------------------------------------------------------------------------
bool CDmeMouseInput::IsDirty()
{
float flX, flY;
GetNormalizedCursorPos( flX, flY );
flX -= m_xOrigin;
flY -= m_yOrigin;
return ( flX != GetValue< float >( "x" ) ) || ( flY != GetValue< float >( "y" ) );
}
void CDmeMouseInput::Operate()
{
float flX, flY;
GetNormalizedCursorPos( flX, flY );
SetValue( "x", flX - m_xOrigin );
SetValue( "y", flY - m_yOrigin );
// Msg( "CDmeMouseInput::Operate() at <%f, %f>\n", flX, flY );
}
void CDmeMouseInput::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
}
void CDmeMouseInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
attrs.AddToTail( GetAttribute( "x" ) );
attrs.AddToTail( GetAttribute( "y" ) );
}
void CDmeMouseInput::ResetOrigin( float dx, float dy )
{
GetNormalizedCursorPos( m_xOrigin, m_yOrigin );
m_xOrigin += dx;
m_yOrigin += dy;
}
void CDmeMouseInput::GetNormalizedCursorPos( float &flX, float &flY )
{
int x, y;
g_pVGuiInput->GetCursorPos( x, y );
vgui::VPANEL vpanel = g_pVGuiInput->GetFocus();
if ( !vpanel )
{
flX = flY = 0.0f;
return;
}
int x0, y0;
g_pVGuiPanel->GetPos( vpanel, x0, y0 );
int w, h;
g_pVGuiPanel->GetSize( vpanel, w, h );
flX = ( x - x0 ) / float(w);
flY = ( y - y0 ) / float(h);
}