bool TizenGraphicsManager::moveMouse(int16 &x, int16 &y) { int16 currentX, currentY; getMousePosition(currentX, currentY); // save the current hardware coordinates setMousePosition(x, y); // return x/y as game coordinates adjustMousePosition(x, y); // convert current x/y to game coordinates adjustMousePosition(currentX, currentY); // return whether game coordinates have changed return (currentX != x || currentY != y); }
bool BadaGraphicsManager::moveMouse(int16 &x, int16 &y) { int16 currentX = _cursorState.x; int16 currentY = _cursorState.y; // save the current hardware coordinates _cursorState.x = x; _cursorState.y = y; // return x/y as game coordinates adjustMousePosition(x, y); // convert current x/y to game coordinates adjustMousePosition(currentX, currentY); // return whether game coordinates have changed return (currentX != x || currentY != y); }
void OpenGLGraphicsManager::warpMouse(int x, int y) { int16 currentX = _cursorX; int16 currentY = _cursorY; adjustMousePosition(currentX, currentY); // Check whether the (virtual) coordinate actually changed. If not, then // simply do nothing. This avoids ugly "jittering" due to the actual // output screen having a bigger resolution than the virtual coordinates. if (currentX == x && currentY == y) { return; } // Scale the virtual coordinates into actual physical coordinates. if (_overlayVisible) { if (!_overlay) { return; } // It might be confusing that we actually have to handle something // here when the overlay is visible. This is because for very small // resolutions we have a minimal overlay size and have to adjust // for that. x = (x * _outputScreenWidth) / _overlay->getWidth(); y = (y * _outputScreenHeight) / _overlay->getHeight(); } else { if (!_gameScreen) { return; } x = (x * _displayWidth) / _gameScreen->getWidth(); y = (y * _displayHeight) / _gameScreen->getHeight(); x += _displayX; y += _displayY; } setMousePosition(x, y); setInternalMousePosition(x, y); }
void OpenGLSdlGraphicsManager::transformMouseCoordinates(Common::Point &point) { adjustMousePosition(point.x, point.y); }