mirror of
https://github.com/minetest/irrlicht.git
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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
567 lines
18 KiB
C++
567 lines
18 KiB
C++
/** Example 024 CursorControl
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Show how to modify cursors and offer some useful tool-functions for creating cursors.
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It can also be used for experiments with the mouse in general.
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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const int DELAY_TIME = 3000;
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enum ETimerAction
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{
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ETA_MOUSE_VISIBLE,
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ETA_MOUSE_INVISIBLE,
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};
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/*
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Structure to allow delayed execution of some actions.
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*/
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struct TimerAction
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{
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u32 TargetTime;
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ETimerAction Action;
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};
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/*
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*/
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struct SAppContext
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{
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SAppContext()
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: Device(0), InfoStatic(0), EventBox(0), CursorBox(0), SpriteBox(0)
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, ButtonSetVisible(0), ButtonSetInvisible(0), ButtonSimulateBadFps(0)
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, ButtonChangeIcon(0)
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, SimulateBadFps(false)
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{
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}
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void update()
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{
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if (!Device)
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return;
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u32 timeNow = Device->getTimer()->getTime();
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for ( u32 i=0; i < TimerActions.size(); ++i )
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{
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if ( timeNow >= TimerActions[i].TargetTime )
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{
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runTimerAction(TimerActions[i]);
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TimerActions.erase(i);
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}
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else
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{
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++i;
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}
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}
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}
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void runTimerAction(const TimerAction& action)
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{
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if (ETA_MOUSE_VISIBLE == action.Action)
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{
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Device->getCursorControl()->setVisible(true);
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ButtonSetVisible->setEnabled(true);
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}
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else if ( ETA_MOUSE_INVISIBLE == action.Action)
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{
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Device->getCursorControl()->setVisible(false);
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ButtonSetInvisible->setEnabled(true);
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}
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}
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/*
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Add another icon which the user can click and select as cursor later on.
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*/
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void addIcon(const stringw& name, const SCursorSprite &sprite, bool addCursor=true)
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{
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// Sprites are just icons - not yet cursors. They can be displayed by Irrlicht sprite functions and be used to create cursors.
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SpriteBox->addItem(name.c_str(), sprite.SpriteId);
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Sprites.push_back(sprite);
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// create the cursor together with the icon?
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if ( addCursor )
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{
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/* Here we create a hardware cursor from a sprite */
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Device->getCursorControl()->addIcon(sprite);
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// ... and add it to the cursors selection listbox to the other system cursors.
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CursorBox->addItem(name.c_str());
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}
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}
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IrrlichtDevice * Device;
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gui::IGUIStaticText * InfoStatic;
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gui::IGUIListBox * EventBox;
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gui::IGUIListBox * CursorBox;
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gui::IGUIListBox * SpriteBox;
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gui::IGUIButton * ButtonSetVisible;
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gui::IGUIButton * ButtonSetInvisible;
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gui::IGUIButton * ButtonSimulateBadFps;
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gui::IGUIButton * ButtonChangeIcon;
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array<TimerAction> TimerActions;
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bool SimulateBadFps;
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array<SCursorSprite> Sprites;
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};
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/*
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Helper function to print mouse event names into a stringw
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*/
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void PrintMouseEventName(const SEvent& event, stringw &result)
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{
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switch ( event.MouseInput.Event )
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{
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case EMIE_LMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_LMOUSE_PRESSED_DOWN"); break;
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case EMIE_RMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_RMOUSE_PRESSED_DOWN"); break;
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case EMIE_MMOUSE_PRESSED_DOWN: result += stringw(L"EMIE_MMOUSE_PRESSED_DOWN"); break;
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case EMIE_LMOUSE_LEFT_UP: result += stringw(L"EMIE_LMOUSE_LEFT_UP"); break;
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case EMIE_RMOUSE_LEFT_UP: result += stringw(L"EMIE_RMOUSE_LEFT_UP"); break;
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case EMIE_MMOUSE_LEFT_UP: result += stringw(L"EMIE_MMOUSE_LEFT_UP"); break;
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case EMIE_MOUSE_MOVED: result += stringw(L"EMIE_MOUSE_MOVED"); break;
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case EMIE_MOUSE_WHEEL: result += stringw(L"EMIE_MOUSE_WHEEL"); break;
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case EMIE_LMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_LMOUSE_DOUBLE_CLICK"); break;
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case EMIE_RMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_RMOUSE_DOUBLE_CLICK"); break;
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case EMIE_MMOUSE_DOUBLE_CLICK: result += stringw(L"EMIE_MMOUSE_DOUBLE_CLICK"); break;
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case EMIE_LMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_LMOUSE_TRIPLE_CLICK"); break;
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case EMIE_RMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_RMOUSE_TRIPLE_CLICK"); break;
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case EMIE_MMOUSE_TRIPLE_CLICK: result += stringw(L"EMIE_MMOUSE_TRIPLE_CLICK"); break;
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default:
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break;
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}
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}
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/*
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Helper function to print all the state information which get from a mouse-event into a stringw
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*/
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void PrintMouseState(const SEvent& event, stringw &result)
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{
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result += stringw(L"X: ");
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result += stringw(event.MouseInput.X);
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result += stringw(L"\n");
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result += stringw(L"Y: ");
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result += stringw(event.MouseInput.Y);
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result += stringw(L"\n");
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result += stringw(L"Wheel: ");
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result += stringw(event.MouseInput.Wheel);
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result += stringw(L"\n");
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result += stringw(L"Shift: ");
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if ( event.MouseInput.Shift )
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result += stringw(L"true\n");
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else
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result += stringw(L"false\n");
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result += stringw(L"Control: ");
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if ( event.MouseInput.Control )
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result += stringw(L"true\n");
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else
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result += stringw(L"false\n");
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result += stringw(L"ButtonStates: ");
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result += stringw(event.MouseInput.ButtonStates);
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result += stringw(L"\n");
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result += stringw(L"isLeftPressed: ");
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if ( event.MouseInput.isLeftPressed() )
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result += stringw(L"true\n");
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else
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result += stringw(L"false\n");
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result += stringw(L"isRightPressed: ");
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if ( event.MouseInput.isRightPressed() )
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result += stringw(L"true\n");
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else
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result += stringw(L"false\n");
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result += stringw(L"isMiddlePressed: ");
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if ( event.MouseInput.isMiddlePressed() )
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result += stringw(L"true\n");
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else
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result += stringw(L"false\n");
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result += stringw(L"Event: ");
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PrintMouseEventName(event, result);
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result += stringw(L"\n");
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}
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/*
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A typical event receiver.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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MyEventReceiver(SAppContext & context) : Context(context) { }
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virtual bool OnEvent(const SEvent& event)
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{
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if (event.EventType == EET_GUI_EVENT )
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{
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switch ( event.GUIEvent.EventType )
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{
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case EGET_BUTTON_CLICKED:
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{
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u32 timeNow = Context.Device->getTimer()->getTime();
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TimerAction action;
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action.TargetTime = timeNow + DELAY_TIME;
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if ( event.GUIEvent.Caller == Context.ButtonSetVisible )
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{
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action.Action = ETA_MOUSE_VISIBLE;
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Context.TimerActions.push_back(action);
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Context.ButtonSetVisible->setEnabled(false);
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}
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else if ( event.GUIEvent.Caller == Context.ButtonSetInvisible )
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{
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action.Action = ETA_MOUSE_INVISIBLE;
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Context.TimerActions.push_back(action);
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Context.ButtonSetInvisible->setEnabled(false);
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}
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else if ( event.GUIEvent.Caller == Context.ButtonSimulateBadFps )
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{
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Context.SimulateBadFps = Context.ButtonSimulateBadFps->isPressed();
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}
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else if ( event.GUIEvent.Caller == Context.ButtonChangeIcon )
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{
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/*
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Replace an existing cursor icon by another icon.
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The user has to select both - the icon which should be replaced and the icon which will replace it.
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*/
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s32 selectedCursor = Context.CursorBox->getSelected();
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s32 selectedSprite = Context.SpriteBox->getSelected();
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if ( selectedCursor >= 0 && selectedSprite >= 0 )
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{
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/*
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This does replace the icon.
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*/
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Context.Device->getCursorControl()->changeIcon((ECURSOR_ICON)selectedCursor, Context.Sprites[selectedSprite] );
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/*
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Do also show the new icon.
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*/
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Context.Device->getCursorControl()->setActiveIcon( ECURSOR_ICON(selectedCursor) );
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}
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}
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}
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break;
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case EGET_LISTBOX_CHANGED:
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case EGET_LISTBOX_SELECTED_AGAIN:
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{
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if ( event.GUIEvent.Caller == Context.CursorBox )
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{
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/*
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Find out which cursor the user selected
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*/
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s32 selected = Context.CursorBox->getSelected();
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if ( selected >= 0 )
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{
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/*
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Here we set the new cursor icon which will now be used within our window.
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*/
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Context.Device->getCursorControl()->setActiveIcon( ECURSOR_ICON(selected) );
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}
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}
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}
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break;
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default:
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break;
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}
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}
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if (event.EventType == EET_MOUSE_INPUT_EVENT)
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{
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stringw infoText;
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PrintMouseState(event, infoText);
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Context.InfoStatic->setText(infoText.c_str());
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if ( event.MouseInput.Event != EMIE_MOUSE_MOVED && event.MouseInput.Event != EMIE_MOUSE_WHEEL ) // no spam
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{
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infoText = L"";
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PrintMouseEventName(event, infoText);
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Context.EventBox->insertItem(0, infoText.c_str(), -1);
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}
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}
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return false;
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}
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private:
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SAppContext & Context;
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};
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/*
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Use several imagefiles as animation frames for a sprite which can be used as cursor icon.
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The images in those files all need to have the same size.
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Return sprite index on success or -1 on failure
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*/
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s32 AddAnimatedIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const array< io::path >& files, u32 frameTime )
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{
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if ( !spriteBank || !driver || !files.size() )
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return -1;
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video::ITexture * tex = driver->getTexture( files[0] );
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if ( tex )
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{
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array< rect<s32> >& spritePositions = spriteBank->getPositions();
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u32 idxRect = spritePositions.size();
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spritePositions.push_back( rect<s32>(0,0, tex->getSize().Width, tex->getSize().Height) );
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SGUISprite sprite;
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sprite.frameTime = frameTime;
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array< SGUISprite >& sprites = spriteBank->getSprites();
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u32 startIdx = spriteBank->getTextureCount();
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for ( u32 f=0; f < files.size(); ++f )
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{
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tex = driver->getTexture( files[f] );
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if ( tex )
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{
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spriteBank->addTexture( driver->getTexture(files[f]) );
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gui::SGUISpriteFrame frame;
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frame.rectNumber = idxRect;
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frame.textureNumber = startIdx+f;
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sprite.Frames.push_back( frame );
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}
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}
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sprites.push_back( sprite );
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return sprites.size()-1;
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}
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return -1;
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}
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/*
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Use several images within one imagefile as animation frames for a sprite which can be used as cursor icon
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The sizes of the icons within that file all need to have the same size
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Return sprite index on success or -1 on failure
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*/
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s32 AddAnimatedIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const io::path& file, const array< rect<s32> >& rects, u32 frameTime )
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{
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if ( !spriteBank || !driver || !rects.size() )
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return -1;
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video::ITexture * tex = driver->getTexture( file );
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if ( tex )
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{
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array< rect<s32> >& spritePositions = spriteBank->getPositions();
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u32 idxRect = spritePositions.size();
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u32 idxTex = spriteBank->getTextureCount();
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spriteBank->addTexture( tex );
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SGUISprite sprite;
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sprite.frameTime = frameTime;
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array< SGUISprite >& sprites = spriteBank->getSprites();
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for ( u32 i=0; i < rects.size(); ++i )
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{
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spritePositions.push_back( rects[i] );
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gui::SGUISpriteFrame frame;
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frame.rectNumber = idxRect+i;
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frame.textureNumber = idxTex;
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sprite.Frames.push_back( frame );
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}
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sprites.push_back( sprite );
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return sprites.size()-1;
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}
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return -1;
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}
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/*
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Create a non-animated icon from the given file and position and put it into the spritebank.
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We can use this icon later on in a cursor.
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*/
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s32 AddIconToSpriteBank( gui::IGUISpriteBank * spriteBank, video::IVideoDriver* driver, const io::path& file, const core::rect<s32>& rect )
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{
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if ( !spriteBank || !driver )
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return -1;
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video::ITexture * tex = driver->getTexture( file );
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if ( tex )
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{
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core::array< core::rect<irr::s32> >& spritePositions = spriteBank->getPositions();
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spritePositions.push_back( rect );
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array< SGUISprite >& sprites = spriteBank->getSprites();
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spriteBank->addTexture( tex );
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gui::SGUISpriteFrame frame;
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frame.rectNumber = spritePositions.size()-1;
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frame.textureNumber = spriteBank->getTextureCount()-1;
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SGUISprite sprite;
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sprite.frameTime = 0;
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sprite.Frames.push_back( frame );
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sprites.push_back( sprite );
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return sprites.size()-1;
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}
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return -1;
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}
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int main()
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{
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video::E_DRIVER_TYPE driverType = driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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IrrlichtDevice * device = createDevice(driverType, dimension2d<u32>(640, 480));
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if (device == 0)
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return 1; // could not create selected driver.
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// It's sometimes of interest to know how the mouse behaves after a resize
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device->setResizable(true);
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device->setWindowCaption(L"Cursor control - Irrlicht engine tutorial");
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video::IVideoDriver* driver = device->getVideoDriver();
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IGUIEnvironment* env = device->getGUIEnvironment();
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gui::IGUISpriteBank * SpriteBankIcons;
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SAppContext context;
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context.Device = device;
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rect< s32 > rectInfoStatic(10,10, 200, 200);
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env->addStaticText (L"Cursor state information", rectInfoStatic, true, true);
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rectInfoStatic.UpperLeftCorner += dimension2di(0, 15);
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context.InfoStatic = env->addStaticText (L"", rectInfoStatic, true, true);
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rect< s32 > rectEventBox(10,210, 200, 400);
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env->addStaticText (L"click events (new on top)", rectEventBox, true, true);
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rectEventBox.UpperLeftCorner += dimension2di(0, 15);
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context.EventBox = env->addListBox(rectEventBox);
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rect< s32 > rectCursorBox(210,10, 400, 250);
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env->addStaticText (L"cursors, click to set the active one", rectCursorBox, true, true);
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rectCursorBox.UpperLeftCorner += dimension2di(0, 15);
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context.CursorBox = env->addListBox(rectCursorBox);
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rect< s32 > rectSpriteBox(210,260, 400, 400);
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env->addStaticText (L"sprites", rectSpriteBox, true, true);
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rectSpriteBox.UpperLeftCorner += dimension2di(0, 15);
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context.SpriteBox = env->addListBox(rectSpriteBox);
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context.ButtonSetVisible = env->addButton( rect<s32>( 410, 20, 560, 40 ), 0, -1, L"set visible (delayed)" );
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context.ButtonSetInvisible = env->addButton( rect<s32>( 410, 50, 560, 70 ), 0, -1, L"set invisible (delayed)" );
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context.ButtonSimulateBadFps = env->addButton( rect<s32>( 410, 80, 560, 100 ), 0, -1, L"simulate bad FPS" );
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context.ButtonSimulateBadFps->setIsPushButton(true);
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context.ButtonChangeIcon = env->addButton( rect<s32>( 410, 140, 560, 160 ), 0, -1, L"replace cursor icon\n(cursor+sprite must be selected)" );
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// set the names for all the system cursors
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for ( int i=0; i < (int)gui::ECI_COUNT; ++i )
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{
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context.CursorBox->addItem(stringw( GUICursorIconNames[i] ).c_str());
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}
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/*
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Create sprites which then can be used as cursor icons.
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*/
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SpriteBankIcons = env->addEmptySpriteBank(io::path("cursor_icons"));
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context.SpriteBox->setSpriteBank(SpriteBankIcons);
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const io::path mediaPath = getExampleMediaPath();
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// create one animated icon from several files
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array< io::path > files;
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files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw1.png") );
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files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw2.png") );
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files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw3.png") );
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files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw3.png") );
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files.push_back( io::path(mediaPath + "icon_crosshairs16x16bw2.png") );
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SCursorSprite spriteBw; // the sprite + some additional information needed for cursors
|
|
spriteBw.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, files, 200 );
|
|
spriteBw.SpriteBank = SpriteBankIcons;
|
|
spriteBw.HotSpot = position2d<s32>(7,7);
|
|
context.addIcon(L"crosshair_bw", spriteBw);
|
|
|
|
// create one animated icon from one file
|
|
array< rect<s32> > iconRects;
|
|
iconRects.push_back( rect<s32>(0,0, 16, 16) );
|
|
iconRects.push_back( rect<s32>(16,0, 32, 16) );
|
|
iconRects.push_back( rect<s32>(0,16, 16, 32) );
|
|
iconRects.push_back( rect<s32>(0,16, 16, 32) );
|
|
iconRects.push_back( rect<s32>(16,0, 32, 16) );
|
|
SCursorSprite spriteCol; // the sprite + some additional information needed for cursors
|
|
spriteCol.SpriteId = AddAnimatedIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), iconRects, 200 );
|
|
spriteCol.HotSpot = position2d<s32>(7,7);
|
|
spriteCol.SpriteBank = SpriteBankIcons;
|
|
context.addIcon(L"crosshair_colored", spriteCol);
|
|
|
|
// Create some non-animated icons
|
|
rect<s32> rectIcon;
|
|
SCursorSprite spriteNonAnimated(SpriteBankIcons, 0, position2d<s32>(7,7));
|
|
|
|
rectIcon = rect<s32>(0,0, 16, 16);
|
|
spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), rectIcon );
|
|
context.addIcon(L"crosshair_col1", spriteNonAnimated, false);
|
|
|
|
rectIcon = rect<s32>(16,0, 32, 16);
|
|
spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), rectIcon );
|
|
context.addIcon(L"crosshair_col2", spriteNonAnimated, false);
|
|
|
|
rectIcon = rect<s32>(0,16, 16, 32);
|
|
spriteNonAnimated.SpriteId = AddIconToSpriteBank( SpriteBankIcons, driver, io::path(mediaPath + "icon_crosshairs16x16col.png"), rectIcon );
|
|
context.addIcon(L"crosshair_col3", spriteNonAnimated, false);
|
|
|
|
|
|
MyEventReceiver receiver(context);
|
|
device->setEventReceiver(&receiver);
|
|
|
|
while(device->run() && driver)
|
|
{
|
|
// if (device->isWindowActive())
|
|
{
|
|
u32 realTimeNow = device->getTimer()->getRealTime();
|
|
|
|
context.update();
|
|
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
|
|
|
|
env->drawAll();
|
|
|
|
// draw custom sprite with Irrlicht functions for comparison. It should usually look the same as the cursors.
|
|
if ( context.SpriteBox )
|
|
{
|
|
s32 selectedSprite = context.SpriteBox->getSelected();
|
|
if ( selectedSprite >= 0 && context.Sprites[selectedSprite].SpriteId >= 0 )
|
|
{
|
|
SpriteBankIcons->draw2DSprite(u32(context.Sprites[selectedSprite].SpriteId), position2di(580, 140), 0, video::SColor(255, 255, 255, 255), 0, realTimeNow);
|
|
}
|
|
}
|
|
|
|
driver->endScene();
|
|
}
|
|
|
|
// By simulating bad fps we can find out if hardware-support for cursors works or not. If it works the cursor will move as usual,while it otherwise will just update with 2 fps now.
|
|
if ( context.SimulateBadFps )
|
|
{
|
|
device->sleep(500); // 2 fps
|
|
}
|
|
else
|
|
{
|
|
device->sleep(10);
|
|
}
|
|
}
|
|
|
|
device->drop();
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
**/
|