Enable native cursor via dvar.
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b3e904115d
commit
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@ -3,6 +3,8 @@
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namespace Components
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namespace Components
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{
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{
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Dvar::Var Window::NoBorder;
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Dvar::Var Window::NoBorder;
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Dvar::Var Window::NativeCursor;
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HWND Window::MainWindow = 0;
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HWND Window::MainWindow = 0;
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BOOL Window::CursorVisible = TRUE;
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BOOL Window::CursorVisible = TRUE;
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@ -20,14 +22,21 @@ namespace Components
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__asm retn
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__asm retn
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}
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}
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void Window::DrawCursorStub()
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void Window::DrawCursorStub(void *scrPlace, float x, float y, float w, float h, int horzAlign, int vertAlign, const float *color, Game::Material *material)
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{
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{
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Window::CursorVisible = TRUE;
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if (Window::NativeCursor.Get<bool>())
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{
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Window::CursorVisible = TRUE;
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}
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else
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{
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Game::UI_DrawHandlePic(scrPlace, x, y, w, h, horzAlign, vertAlign, color, material);
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}
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}
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}
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int WINAPI Window::ShowCursorHook(BOOL show)
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int WINAPI Window::ShowCursorHook(BOOL show)
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{
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{
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if (GetForegroundWindow() == Window::MainWindow)
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if (Window::NativeCursor.Get<bool>() && GetForegroundWindow() == Window::MainWindow)
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{
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{
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static int count = 0;
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static int count = 0;
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(show ? ++count : --count);
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(show ? ++count : --count);
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@ -53,6 +62,8 @@ namespace Components
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{
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{
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// Borderless window
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// Borderless window
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Window::NoBorder = Dvar::Register<bool>("r_noborder", true, Game::dvar_flag::DVAR_FLAG_SAVED, "Do not use a border in windowed mode");
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Window::NoBorder = Dvar::Register<bool>("r_noborder", true, Game::dvar_flag::DVAR_FLAG_SAVED, "Do not use a border in windowed mode");
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Window::NativeCursor = Dvar::Register<bool>("ui_nativeCursor", false, Game::dvar_flag::DVAR_FLAG_SAVED, "Display native cursor");
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Utils::Hook(0x507643, Window::StyleHookStub, HOOK_CALL).Install()->Quick();
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Utils::Hook(0x507643, Window::StyleHookStub, HOOK_CALL).Install()->Quick();
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// Main window creation
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// Main window creation
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@ -65,7 +76,7 @@ namespace Components
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// Draw the cursor if necessary
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// Draw the cursor if necessary
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Renderer::OnFrame([] ()
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Renderer::OnFrame([] ()
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{
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{
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if (GetForegroundWindow() == Window::MainWindow)
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if (Window::NativeCursor.Get<bool>() && GetForegroundWindow() == Window::MainWindow)
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{
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{
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int value = 0;
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int value = 0;
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@ -7,13 +7,14 @@ namespace Components
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const char* GetName() { return "Window"; };
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const char* GetName() { return "Window"; };
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static Dvar::Var NoBorder;
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static Dvar::Var NoBorder;
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static Dvar::Var NativeCursor;
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static void Window::StyleHookStub();
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static void Window::StyleHookStub();
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private:
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private:
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static BOOL CursorVisible;
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static BOOL CursorVisible;
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static int WINAPI ShowCursorHook(BOOL show);
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static int WINAPI ShowCursorHook(BOOL show);
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static void DrawCursorStub();
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static void DrawCursorStub(void *scrPlace, float x, float y, float w, float h, int horzAlign, int vertAlign, const float *color, Game::Material *material);
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static HWND MainWindow;
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static HWND MainWindow;
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@ -87,6 +87,7 @@ namespace Game
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Steam_JoinLobby_t Steam_JoinLobby = (Steam_JoinLobby_t)0x49CF70;
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Steam_JoinLobby_t Steam_JoinLobby = (Steam_JoinLobby_t)0x49CF70;
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UI_AddMenuList_t UI_AddMenuList = (UI_AddMenuList_t)0x4533C0;
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UI_AddMenuList_t UI_AddMenuList = (UI_AddMenuList_t)0x4533C0;
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UI_DrawHandlePic_t UI_DrawHandlePic = (UI_DrawHandlePic_t)0x4D0EA0;
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Win_GetLanguage_t Win_GetLanguage = (Win_GetLanguage_t)0x45CBA0;
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Win_GetLanguage_t Win_GetLanguage = (Win_GetLanguage_t)0x45CBA0;
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@ -190,6 +190,9 @@ namespace Game
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typedef void(__cdecl * UI_AddMenuList_t)(UiContext *dc, MenuList *menuList, int close);
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typedef void(__cdecl * UI_AddMenuList_t)(UiContext *dc, MenuList *menuList, int close);
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extern UI_AddMenuList_t UI_AddMenuList;
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extern UI_AddMenuList_t UI_AddMenuList;
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typedef void(__cdecl * UI_DrawHandlePic_t)(/*ScreenPlacement*/void *scrPlace, float x, float y, float w, float h, int horzAlign, int vertAlign, const float *color, Material *material);
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extern UI_DrawHandlePic_t UI_DrawHandlePic;
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typedef const char * (__cdecl * Win_GetLanguage_t)();
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typedef const char * (__cdecl * Win_GetLanguage_t)();
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extern Win_GetLanguage_t Win_GetLanguage;
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extern Win_GetLanguage_t Win_GetLanguage;
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