Int32 FearGuiScrollCtrl::getMouseCursorTag(void)
{
   if (! root) return 0;
   Point2I cursorPos = root->getCursorPos();
   
   // handle state depressed
   if (isDepressed())
   {
      switch (getCurHitRegion())
      {
         case SimGui::ScrollCtrl::VertThumb:
         case SimGui::ScrollCtrl::HorizThumb:
            return IDBMP_CURSOR_GRAB;
         
         default:
            return IDBMP_CURSOR_HAND;
      }
   }
   
   switch (findHitRegion(globalToLocalCoord(cursorPos)))
   {
      case SimGui::ScrollCtrl::VertThumb:
      case SimGui::ScrollCtrl::HorizThumb:
         return IDBMP_CURSOR_OPENHAND;
         
      default:
         return IDBMP_CURSOR_HAND;
   }
}
Beispiel #2
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/**
 * Returns the state of the button
 *	BUTTON_MONITOR_NOT_PRESSED 0
 *  BUTTON_MONITOR_DEPRESSED 1
 *  BUTTON_MONITOR_PRESSED 2
 *  BUTTON_MONITOR_REPEATING 3
 *  BUTTON_MONITOR_FAST_REPEATING 4
 *  BUTTON_MONITOR_RELEASED 5
 */
uint8_t NIButtonMonitor::getState(uint8_t buttonId) {
	if (isDepressed(buttonId)) return BUTTON_MONITOR_DEPRESSED;
	if (isReleased(buttonId)) return BUTTON_MONITOR_RELEASED;
	if (isFastRepeating(buttonId)) return BUTTON_MONITOR_FAST_REPEATING;
	if (isRepeating(buttonId)) return BUTTON_MONITOR_REPEATING;
	if (isPressed(buttonId)) return BUTTON_MONITOR_PRESSED;
	return BUTTON_MONITOR_NOT_PRESSED;
}