EventThread: Make system cursor visible over black aspect ratio bars
Should be less confusing for the player.
This commit is contained in:
		
							parent
							
								
									fbfee3ed9b
								
							
						
					
					
						commit
						2f273bade8
					
				
					 3 changed files with 47 additions and 10 deletions
				
			
		| 
						 | 
					@ -83,6 +83,7 @@ enum
 | 
				
			||||||
	REQUEST_SETCURSORVISIBLE,
 | 
						REQUEST_SETCURSORVISIBLE,
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	UPDATE_FPS,
 | 
						UPDATE_FPS,
 | 
				
			||||||
 | 
						UPDATE_SCREEN_RECT,
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	EVENT_COUNT
 | 
						EVENT_COUNT
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
| 
						 | 
					@ -131,6 +132,8 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
	bool displayingFPS = false;
 | 
						bool displayingFPS = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	bool cursorInWindow = false;
 | 
						bool cursorInWindow = false;
 | 
				
			||||||
 | 
						/* Will be updated eventually */
 | 
				
			||||||
 | 
						SDL_Rect gameScreen = { 0, 0, 0, 0 };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	/* SDL doesn't send an initial FOCUS_GAINED event */
 | 
						/* SDL doesn't send an initial FOCUS_GAINED event */
 | 
				
			||||||
	bool windowFocused = true;
 | 
						bool windowFocused = true;
 | 
				
			||||||
| 
						 | 
					@ -170,7 +173,7 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
				delete sMenu;
 | 
									delete sMenu;
 | 
				
			||||||
				sMenu = 0;
 | 
									sMenu = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				updateCursorState(cursorInWindow && windowFocused);
 | 
									updateCursorState(cursorInWindow && windowFocused, gameScreen);
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			continue;
 | 
								continue;
 | 
				
			||||||
| 
						 | 
					@ -211,14 +214,14 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
			case SDL_WINDOWEVENT_ENTER :
 | 
								case SDL_WINDOWEVENT_ENTER :
 | 
				
			||||||
				cursorInWindow = true;
 | 
									cursorInWindow = true;
 | 
				
			||||||
				mouseState.inWindow = true;
 | 
									mouseState.inWindow = true;
 | 
				
			||||||
				updateCursorState(cursorInWindow && windowFocused && !sMenu);
 | 
									updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				break;
 | 
									break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			case SDL_WINDOWEVENT_LEAVE :
 | 
								case SDL_WINDOWEVENT_LEAVE :
 | 
				
			||||||
				cursorInWindow = false;
 | 
									cursorInWindow = false;
 | 
				
			||||||
				mouseState.inWindow = false;
 | 
									mouseState.inWindow = false;
 | 
				
			||||||
				updateCursorState(cursorInWindow && windowFocused && !sMenu);
 | 
									updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				break;
 | 
									break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -229,13 +232,13 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			case SDL_WINDOWEVENT_FOCUS_GAINED :
 | 
								case SDL_WINDOWEVENT_FOCUS_GAINED :
 | 
				
			||||||
				windowFocused = true;
 | 
									windowFocused = true;
 | 
				
			||||||
				updateCursorState(cursorInWindow && windowFocused && !sMenu);
 | 
									updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				break;
 | 
									break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			case SDL_WINDOWEVENT_FOCUS_LOST :
 | 
								case SDL_WINDOWEVENT_FOCUS_LOST :
 | 
				
			||||||
				windowFocused = false;
 | 
									windowFocused = false;
 | 
				
			||||||
				updateCursorState(cursorInWindow && windowFocused && !sMenu);
 | 
									updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
 | 
				
			||||||
				resetInputStates();
 | 
									resetInputStates();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				break;
 | 
									break;
 | 
				
			||||||
| 
						 | 
					@ -268,7 +271,7 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
				if (!sMenu)
 | 
									if (!sMenu)
 | 
				
			||||||
				{
 | 
									{
 | 
				
			||||||
					sMenu = new SettingsMenu(rtData);
 | 
										sMenu = new SettingsMenu(rtData);
 | 
				
			||||||
					updateCursorState(false);
 | 
										updateCursorState(false, gameScreen);
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				sMenu->raise();
 | 
									sMenu->raise();
 | 
				
			||||||
| 
						 | 
					@ -374,6 +377,7 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
		case SDL_MOUSEMOTION :
 | 
							case SDL_MOUSEMOTION :
 | 
				
			||||||
			mouseState.x = event.motion.x;
 | 
								mouseState.x = event.motion.x;
 | 
				
			||||||
			mouseState.y = event.motion.y;
 | 
								mouseState.y = event.motion.y;
 | 
				
			||||||
 | 
								updateCursorState(cursorInWindow, gameScreen);
 | 
				
			||||||
			break;
 | 
								break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		case SDL_FINGERDOWN :
 | 
							case SDL_FINGERDOWN :
 | 
				
			||||||
| 
						 | 
					@ -413,7 +417,7 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			case REQUEST_SETCURSORVISIBLE :
 | 
								case REQUEST_SETCURSORVISIBLE :
 | 
				
			||||||
				showCursor = event.user.code;
 | 
									showCursor = event.user.code;
 | 
				
			||||||
				updateCursorState(cursorInWindow);
 | 
									updateCursorState(cursorInWindow, gameScreen);
 | 
				
			||||||
				break;
 | 
									break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			case UPDATE_FPS :
 | 
								case UPDATE_FPS :
 | 
				
			||||||
| 
						 | 
					@ -438,6 +442,15 @@ void EventThread::process(RGSSThreadData &rtData)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				SDL_SetWindowTitle(win, buffer);
 | 
									SDL_SetWindowTitle(win, buffer);
 | 
				
			||||||
				break;
 | 
									break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								case UPDATE_SCREEN_RECT :
 | 
				
			||||||
 | 
									gameScreen.x = event.user.windowID;
 | 
				
			||||||
 | 
									gameScreen.y = event.user.code;
 | 
				
			||||||
 | 
									gameScreen.w = reinterpret_cast<intptr_t>(event.user.data1);
 | 
				
			||||||
 | 
									gameScreen.h = reinterpret_cast<intptr_t>(event.user.data2);
 | 
				
			||||||
 | 
									updateCursorState(cursorInWindow, gameScreen);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
									break;
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -532,9 +545,13 @@ void EventThread::setFullscreen(SDL_Window *win, bool mode)
 | 
				
			||||||
	fullscreen = mode;
 | 
						fullscreen = mode;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void EventThread::updateCursorState(bool inWindow)
 | 
					void EventThread::updateCursorState(bool inWindow,
 | 
				
			||||||
 | 
					                                    const SDL_Rect &screen)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	if (inWindow)
 | 
						SDL_Point pos = { mouseState.x, mouseState.y };
 | 
				
			||||||
 | 
						bool inScreen = inWindow && SDL_PointInRect(&pos, &screen);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						if (inScreen)
 | 
				
			||||||
		SDL_ShowCursor(showCursor ? SDL_TRUE : SDL_FALSE);
 | 
							SDL_ShowCursor(showCursor ? SDL_TRUE : SDL_FALSE);
 | 
				
			||||||
	else
 | 
						else
 | 
				
			||||||
		SDL_ShowCursor(SDL_TRUE);
 | 
							SDL_ShowCursor(SDL_TRUE);
 | 
				
			||||||
| 
						 | 
					@ -640,6 +657,19 @@ void EventThread::notifyFrame()
 | 
				
			||||||
	SDL_PushEvent(&event);
 | 
						SDL_PushEvent(&event);
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void EventThread::notifyGameScreenChange(const SDL_Rect &screen)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						/* We have to get a bit hacky here to fit the rectangle
 | 
				
			||||||
 | 
						 * data into the user event struct */
 | 
				
			||||||
 | 
						SDL_Event event;
 | 
				
			||||||
 | 
						event.type = usrIdStart + UPDATE_SCREEN_RECT;
 | 
				
			||||||
 | 
						event.user.windowID = screen.x;
 | 
				
			||||||
 | 
						event.user.code = screen.y;
 | 
				
			||||||
 | 
						event.user.data1 = reinterpret_cast<void*>(screen.w);
 | 
				
			||||||
 | 
						event.user.data2 = reinterpret_cast<void*>(screen.h);
 | 
				
			||||||
 | 
						SDL_PushEvent(&event);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void SyncPoint::haltThreads()
 | 
					void SyncPoint::haltThreads()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	if (mainSync.locked)
 | 
						if (mainSync.locked)
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -98,12 +98,16 @@ public:
 | 
				
			||||||
	/* RGSS thread calls this once per frame */
 | 
						/* RGSS thread calls this once per frame */
 | 
				
			||||||
	void notifyFrame();
 | 
						void notifyFrame();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						/* Called on game screen (size / offset) changes */
 | 
				
			||||||
 | 
						void notifyGameScreenChange(const SDL_Rect &screen);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
private:
 | 
					private:
 | 
				
			||||||
	static int eventFilter(void *, SDL_Event*);
 | 
						static int eventFilter(void *, SDL_Event*);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	void resetInputStates();
 | 
						void resetInputStates();
 | 
				
			||||||
	void setFullscreen(SDL_Window *, bool mode);
 | 
						void setFullscreen(SDL_Window *, bool mode);
 | 
				
			||||||
	void updateCursorState(bool inWindow);
 | 
						void updateCursorState(bool inWindow,
 | 
				
			||||||
 | 
						                       const SDL_Rect &screen);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	bool fullscreen;
 | 
						bool fullscreen;
 | 
				
			||||||
	bool showCursor;
 | 
						bool showCursor;
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -566,6 +566,9 @@ struct GraphicsPrivate
 | 
				
			||||||
			glState.viewport.refresh();
 | 
								glState.viewport.refresh();
 | 
				
			||||||
			recalculateScreenSize(threadData);
 | 
								recalculateScreenSize(threadData);
 | 
				
			||||||
			updateScreenResoRatio(threadData);
 | 
								updateScreenResoRatio(threadData);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								SDL_Rect screen = { scOffset.x, scOffset.y, scSize.x, scSize.y };
 | 
				
			||||||
 | 
								threadData->ethread->notifyGameScreenChange(screen);
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue