Game Development Community

Standart windows mouse cursor

by Roger Villars · in Torque Game Engine · 03/24/2004 (6:20 am) · 6 replies

Hello

Some of the Torque games (for example 3D Mahjong Solitaire) use directly the standart windows mouse cursor for interaction with the torque window. Is there a an easy way I can implement this for the torque SDK. Or do I have to rewrite the whole platform code for this?

thanks

#1
03/24/2004 (6:41 am)
Can I ask why? :-)
#2
03/24/2004 (6:52 am)
The standard windows mouse cursor AFAIK is only available if you use the standard windows input. You typically do not want to do this in games. Instead you use DirectInput or some other form of real-time input or hardware cursor. This means you have to use a bitmap of your own design.

Nothing stopping you from making a bitmap cursor that looks exactly like the windows one though.
#3
03/24/2004 (3:55 pm)
Actually, I had the same question for different reasons. I have a slower system and am using a debug build so things are kind of chuggy, and although I get enough framerate in the game, when I turn on the editor things can really chunk. It would be great if I could switch to the hardware cursor in the editor so that it wouldn't lag and it would be easier to hit the little buttons in the tree view. Anyone know how to do this?

Thanks!
Joel
#4
03/27/2004 (5:20 pm)
3d Mahjong doesn't use Torque, actually.

I assume you can tweak the DirectX code to not hide the mouse cursor.
#5
06/17/2004 (8:22 pm)
Actually I have a real requirement that my torque app defintely uses windows input instead of direct input..main reason is that the app will be running on touch screens, and the drivers for the touch screen input do not support direct input. I"m a newbie just switching over from Ogre, and I faced a similar problem with that API also. I had to disable to direct input, and catch all the mouse events (and keyboard events for that matter) through the Windows message handler. I've quickly glanced over at the code for platform in torque and it seems like you guys have a fallback mechanism that uses the regular Win32 input..which is great...but can you tell me how to totally disable direct input, and use Win32? thanks
#6
11/22/2004 (8:02 am)
I was trying this out as well recently, to make it more smooth moving the mouse into the Torque window and outside, because right now when you move the mouse between, there is a 3-4 second pause and that is very annoying if you move the mouse out of there alot.

I know a few games that didn't have this "issue". I thought it was the canvas or openGL that was stopping and restarted when you enter with the mouse, but found where that was happening and disabled the "deactivate on minimizing" but it didn't help.

Dunno what I want to say with this, and this thread is dead old, but.. oh well :)