void CCursor::Update(float fElapsedTime) { SetType(OBJECT_CURSOR); CSGD_DirectInput* pDI = CSGD_DirectInput::GetInstance(); SetPosX((float)GetPosX()+(pDI->MouseMovementX()*0.5f)); SetPosY((float)GetPosY()+(pDI->MouseMovementY()*0.5f)); if(GetPosX() < 0) SetPosX(0); else if((unsigned int)GetPosX() > CSGD_Direct3D::GetInstance()->GetPresentParams()->BackBufferWidth) SetPosX((float)CSGD_Direct3D::GetInstance()->GetPresentParams()->BackBufferWidth); if(GetPosY() < 0) SetPosY(0); else if((unsigned int)GetPosY() > CSGD_Direct3D::GetInstance()->GetPresentParams()->BackBufferHeight) SetPosY((float)CSGD_Direct3D::GetInstance()->GetPresentParams()->BackBufferHeight); }