Fix #162: Center ingame mouse cursor after login
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24e8caf0fb
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3 changed files with 9 additions and 5 deletions
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@ -53,12 +53,14 @@ namespace NLGUI
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bool show() const {return _PointerVisible;}
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bool show() const {return _PointerVisible;}
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void draw(){}
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void draw(){}
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/// set button state
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/// set button state
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void setButtonState(NLMISC::TMouseButton state) { _Buttons = state; }
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void setButtonState(NLMISC::TMouseButton state) { _Buttons = state; }
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/// get buttons state
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/// get buttons state
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NLMISC::TMouseButton getButtonState() const { return _Buttons; }
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NLMISC::TMouseButton getButtonState() const { return _Buttons; }
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static const sint32 InvalidCoord = 0x80000000;
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protected:
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protected:
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// (x,y) is from the TopLeft corner of the window
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// (x,y) is from the TopLeft corner of the window
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sint32 _PointerX; // Current pointer position (raw, before snapping)
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sint32 _PointerX; // Current pointer position (raw, before snapping)
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@ -25,7 +25,7 @@ namespace NLGUI
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CViewBase( param ),
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CViewBase( param ),
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_Buttons( NLMISC::noButton )
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_Buttons( NLMISC::noButton )
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{
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{
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_PointerX = _PointerY = _PointerOldX = _PointerOldY = _PointerDownX = _PointerDownY = 0;
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_PointerX = _PointerY = _PointerOldX = _PointerOldY = _PointerDownX = _PointerDownY = InvalidCoord;
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_PointerDown = false;
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_PointerDown = false;
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_PointerVisible = true;
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_PointerVisible = true;
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}
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}
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@ -263,7 +263,6 @@ bool IsMouseFreeLook()
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return MouseFreeLook;
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return MouseFreeLook;
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}
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}
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// *********************************************************************************
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// *********************************************************************************
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// Use this method to toggle the mouse (freelook -> cursor)
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// Use this method to toggle the mouse (freelook -> cursor)
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void SetMouseCursor (bool updatePos)
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void SetMouseCursor (bool updatePos)
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@ -287,8 +286,11 @@ void SetMouseCursor (bool updatePos)
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{
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{
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sint32 ix, iy;
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sint32 ix, iy;
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cursor->getPointerPos (ix, iy);
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cursor->getPointerPos (ix, iy);
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x = (float)ix / (float)width;
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if (ix != CViewPointer::InvalidCoord && iy != CViewPointer::InvalidCoord)
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y = (float)iy / (float)height;
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{
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x = (float)ix / (float)width;
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y = (float)iy / (float)height;
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}
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}
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}
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}
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}
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