//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "movieobjects/dmemouseinput.h" #include "movieobjects_interfaces.h" #include "datamodel/dmelementfactoryhelper.h" #include "vgui/iinput.h" #include "vgui/ipanel.h" #include "tier3/tier3.h" #include "tier0/dbg.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Expose this class to the scene database //----------------------------------------------------------------------------- IMPLEMENT_ELEMENT_FACTORY( DmeMouseInput, CDmeMouseInput ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDmeMouseInput::OnConstruction() { m_x.Init( this, "x" ); m_y.Init( this, "y" ); m_xOrigin = 0.0f; m_yOrigin = 0.0f; } void CDmeMouseInput::OnDestruction() { } //----------------------------------------------------------------------------- // IsDirty - ie needs to operate //----------------------------------------------------------------------------- bool CDmeMouseInput::IsDirty() { float flX, flY; GetNormalizedCursorPos( flX, flY ); flX -= m_xOrigin; flY -= m_yOrigin; return ( flX != GetValue< float >( "x" ) ) || ( flY != GetValue< float >( "y" ) ); } void CDmeMouseInput::Operate() { float flX, flY; GetNormalizedCursorPos( flX, flY ); SetValue( "x", flX - m_xOrigin ); SetValue( "y", flY - m_yOrigin ); // Msg( "CDmeMouseInput::Operate() at <%f, %f>\n", flX, flY ); } void CDmeMouseInput::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs ) { } void CDmeMouseInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs ) { attrs.AddToTail( GetAttribute( "x" ) ); attrs.AddToTail( GetAttribute( "y" ) ); } void CDmeMouseInput::ResetOrigin( float dx, float dy ) { GetNormalizedCursorPos( m_xOrigin, m_yOrigin ); m_xOrigin += dx; m_yOrigin += dy; } void CDmeMouseInput::GetNormalizedCursorPos( float &flX, float &flY ) { int x, y; g_pVGuiInput->GetCursorPos( x, y ); vgui::VPANEL vpanel = g_pVGuiInput->GetFocus(); if ( !vpanel ) { flX = flY = 0.0f; return; } int x0, y0; g_pVGuiPanel->GetPos( vpanel, x0, y0 ); int w, h; g_pVGuiPanel->GetSize( vpanel, w, h ); flX = ( x - x0 ) / float(w); flY = ( y - y0 ) / float(h); }