Game Window Cursor Clipping: Difference between revisions

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== Summary ==
== Summary ==
This implementation allows you to clip the cursor to the game window such as in [https://en.wikipedia.org/wiki/Doom_(2016_video_game) DOOM] and '''[https://en.wikipedia.org/wiki/Doom_Eternal DOOM Eternal]''' (id Tech [https://en.wikipedia.org/wiki/Id_Tech_6 6] - [https://en.wikipedia.org/wiki/Id_Tech_7 7]), also brings some fixes to various bugs on VGUI.
This implementation allows you to clip the cursor to the game window such as in [https://en.wikipedia.org/wiki/Doom_(2016_video_game) DOOM] and '''[https://en.wikipedia.org/wiki/Doom_Eternal DOOM Eternal]''' (id Tech [https://en.wikipedia.org/wiki/Id_Tech_6 6] - [https://en.wikipedia.org/wiki/Id_Tech_7 7]), also brings some fixes to various bugs on VGUI.


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Gwccs02.gif|Example of cursor clipping while moving a VGUI panel
Gwccs02.gif|Example of cursor clipping while moving a VGUI panel
</gallery>
</gallery>
== Requirements ==
* Knowledge of C++
* Knowledge of Source Engine
* Source SDK Base 2013 - Currently tested on Source SDK Base 2013 Multiplayer.
== Getting the Implementation/Code==
First of all, you'll need the following files from the following GitHub repository:
* [https://github.com/LordOfXen/source-engine-examples/tree/main/cursor-clipping source-engine-examples-cursor-clipping]
Which you will copy to '''src/game/client/'''. You can also create a subfolder if you wish to, and copy these files there.
== Implementation ==
Now head over to ''cdll_client_int.cpp''' and include
<source lang="cpp">
#include "CCursorClipManagement.h"
</source>
Anywhere before
<source lang="cpp">
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
</source>
In the same cpp, find '''CHLClient::PostInit()''' and add this to the end:
<source lang="cpp">
CCursorClipManagement::Init();
</source>
Lastly, find '''void OnRenderEnd()''' and add this to the end:
<source lang="cpp">
g_pCursorClipManager->Think();
</source>
== Conclusion ==
You're all set! Compile your client project and check if it works.
== Notes ==
If you start the game/mod with one of the following parameters:
* -tools
* -dev
* -developer
* -nocursorclipping
Or if you're compiling into a different platform, else than WIN32, the cursor clipping will be disabled and won't work by default.
This behavior can be changed by modifying '''CCursorClipManagement::Think()'''.
You can also add a ConVar to enable or disable this dynamically in-game, all you'll need to do is adding one more check on '''CCursorClipManagement::Think()'''.
[[Category:Programming]]
[[Category:Free source code]]

Revision as of 13:41, 6 January 2021

Summary

This implementation allows you to clip the cursor to the game window such as in DOOM and DOOM Eternal (id Tech 6 - 7), also brings some fixes to various bugs on VGUI.


Requirements

  • Knowledge of C++
  • Knowledge of Source Engine
  • Source SDK Base 2013 - Currently tested on Source SDK Base 2013 Multiplayer.


Getting the Implementation/Code

First of all, you'll need the following files from the following GitHub repository:


Which you will copy to src/game/client/. You can also create a subfolder if you wish to, and copy these files there.


Implementation

Now head over to cdll_client_int.cpp' and include

#include "CCursorClipManagement.h"

Anywhere before

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"


In the same cpp, find CHLClient::PostInit() and add this to the end:

CCursorClipManagement::Init();

Lastly, find void OnRenderEnd() and add this to the end:

g_pCursorClipManager->Think();

Conclusion

You're all set! Compile your client project and check if it works.


Notes

If you start the game/mod with one of the following parameters:

  • -tools
  • -dev
  • -developer
  • -nocursorclipping


Or if you're compiling into a different platform, else than WIN32, the cursor clipping will be disabled and won't work by default. This behavior can be changed by modifying CCursorClipManagement::Think().


You can also add a ConVar to enable or disable this dynamically in-game, all you'll need to do is adding one more check on CCursorClipManagement::Think().