Implement "show_cursor" attribute in Graphics module
If false (the default), the system cursor is hidden inside the game window.
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7 changed files with 105 additions and 41 deletions
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@ -76,28 +76,28 @@ MRB_FUNCTION(graphicsFrameReset)
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mrb_int value; \
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mrb_get_args(mrb, "i", &value); \
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gState->graphics().set##PropName(value); \
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return mrb_nil_value(); \
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return mrb_fixnum_value(value); \
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}
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#define DEF_GRA_PROP_B(PropName) \
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MRB_FUNCTION(graphics##Get##PropName) \
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{ \
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MRB_FUN_UNUSED_PARAM; \
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return mrb_bool_value(gState->graphics().get##PropName()); \
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} \
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MRB_FUNCTION(graphics##Set##PropName) \
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{ \
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mrb_bool value; \
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mrb_get_args(mrb, "b", &value); \
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gState->graphics().set##PropName(value); \
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return mrb_bool_value(value); \
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}
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DEF_GRA_PROP_I(FrameRate)
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DEF_GRA_PROP_I(FrameCount)
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MRB_FUNCTION(graphicsGetFullscreen)
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{
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MRB_FUN_UNUSED_PARAM;
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return mrb_bool_value(gState->graphics().getFullscreen());
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}
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MRB_FUNCTION(graphicsSetFullscreen)
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{
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mrb_bool mode;
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mrb_get_args(mrb, "b", &mode);
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gState->graphics().setFullscreen(mode);
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return mrb_bool_value(mode);
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}
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DEF_GRA_PROP_B(Fullscreen)
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DEF_GRA_PROP_B(ShowCursor)
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#define INIT_GRA_PROP_BIND(PropName, prop_name_s) \
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{ \
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@ -117,5 +117,6 @@ void graphicsBindingInit(mrb_state *mrb)
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INIT_GRA_PROP_BIND( FrameRate, "frame_rate" );
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INIT_GRA_PROP_BIND( FrameCount, "frame_count" );
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INIT_GRA_PROP_BIND( Fullscreen, "fullscreen" );
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INIT_GRA_PROP_BIND( Fullscreen, "fullscreen" );
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INIT_GRA_PROP_BIND( ShowCursor, "show_cursor" );
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}
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