Made mouse way less awkward
This commit is contained in:
13
main.cpp
13
main.cpp
@@ -46,6 +46,7 @@
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#endif
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#endif
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HWND hwnd;
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HWND hwnd;
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DEFINE_GUID(CLSID_G3d, 0xB323F8E0L, 0x2E68, 0x11D0, 0x90, 0xEA, 0x00, 0xAA, 0x00, 0x60, 0xF8, 0x6F);
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DEFINE_GUID(CLSID_G3d, 0xB323F8E0L, 0x2E68, 0x11D0, 0x90, 0xEA, 0x00, 0xAA, 0x00, 0x60, 0xF8, 0x6F);
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HRESULT hresult;
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HRESULT hresult;
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OLECHAR dat = ((OLECHAR)"SayHello");
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OLECHAR dat = ((OLECHAR)"SayHello");
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@@ -876,6 +877,8 @@ bool IsHolding(int button)
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return (GetKeyState(button) >> 1)>0;
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return (GetKeyState(button) >> 1)>0;
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}
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}
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BOOL GetKPBool(int VK) {
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BOOL GetKPBool(int VK) {
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return (GetKeyState(VK) & 0x8000);
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return (GetKeyState(VK) & 0x8000);
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}
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}
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@@ -979,7 +982,7 @@ void makeFlag(Vector3 &vec, RenderDevice* &rd)
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bool mouseInArea(float point1x, float point1y, float point2x, float point2y)
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/*bool mouseInArea(float point1x, float point1y, float point2x, float point2y)
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{
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{
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@@ -991,7 +994,7 @@ bool mouseInArea(float point1x, float point1y, float point2x, float point2y)
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}
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}
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}
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}
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return false;
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return false;
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}
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}*/
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void drawButtons(RenderDevice* rd)
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void drawButtons(RenderDevice* rd)
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@@ -1101,11 +1104,13 @@ void Demo::onGraphics(RenderDevice* rd) {
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mouseOnScreen = true;
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mouseOnScreen = true;
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if (GetCursorPos(&mousepos))
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if (GetCursorPos(&mousepos))
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{
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{
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POINT pointm = mousepos;
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if (ScreenToClient(_hWndMain, &mousepos))
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if (ScreenToClient(_hWndMain, &mousepos))
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{
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{
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//mouseOnScreen = true;
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//mouseOnScreen = true;
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//POINT pointm;
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if(mousepos.x < 1 || mousepos.y < 1 || mousepos.x >= rd->getViewport().width()-1 || mousepos.y >= rd->getViewport().height()-1)
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///GetCursorPos(&pointm);
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if(_hwndRenderer != WindowFromPoint(pointm)) //OLD: mousepos.x < 1 || mousepos.y < 1 || mousepos.x >= rd->getViewport().width()-1 || mousepos.y >= rd->getViewport().height()-1
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{
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{
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mouseOnScreen = false;
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mouseOnScreen = false;
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//ShowCursor(true);
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//ShowCursor(true);
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