MainState renders now a mouseCursor
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@ -25,7 +25,8 @@ struct MainState::MyData
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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::Input::Mouse *mouseInput;
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Graphics::API::Texture background;
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Float3 mousePos;
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Graphics::API::Texture background, mouseCursor;
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EventButtonCollection guiElements;
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};
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@ -49,8 +50,10 @@ bool MainState::Init( SharedStateContent &shared )
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this->privData->nwClient = shared.network;
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this->privData->mouseInput = shared.mouseDevice;
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//this->privData->mouseInput->
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this->privData->mousePos = Float3( 0.0f );
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this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
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this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor_md.png" );
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// create buttons
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ButtonRectangle<MainState*> *button;
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@ -81,8 +84,8 @@ GameClientState::ClientState MainState::Update( float deltaTime )
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::Input::Struct::SAIPoint2D pos;
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this->privData->mouseInput->GetPixelPosition( pos );
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mouseState.x = pos.x;
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mouseState.y = pos.y;
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this->privData->mousePos.x = mouseState.x = pos.x;
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this->privData->mousePos.y = mouseState.y = pos.y;
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mouseState.mouseButtonPressed = this->privData->mouseInput->IsBtnDown( ::Input::Enum::SAMI_MouseLeftBtn );
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}
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EventHandler::Instance().Update( mouseState );
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@ -95,6 +98,7 @@ bool MainState::Render()
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Graphics::API::NewFrame();
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Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.1f), Float4(1.0f) );
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Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 0.9f), Float2(1.0f), Float4(63.0f/255.0f,73.0f/255.0f,127.0f/255.0f,0.6f) );
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this->privData->guiElements.RenderTexture();
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@ -110,6 +114,7 @@ bool MainState::Release()
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if( this->privData )
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{
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Graphics::API::DeleteTexture( this->privData->background );
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Graphics::API::DeleteTexture( this->privData->mouseCursor );
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EventHandler::Instance().ReleaseCollection( &this->privData->guiElements );
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this->privData = NULL;
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