Difference between revisions of "Game Window Cursor Clipping"

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(Implementation)
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#include "tier0/memdbgon.h"
 
#include "tier0/memdbgon.h"
 
</source>
 
</source>
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{{Note|Note that if you copy the header to a subfolder, you gotta specify that in your '''#include'''}}
  
  

Revision as of 13:46, 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"
Note.png Note: Note that if you copy the header to a subfolder, you gotta specify that in your #include


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().