Difference between revisions of "Game Window Cursor Clipping"

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(Notes)
(Notes)
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* If you're compiling into a different platform, else than WIN32, the cursor clipping will be disabled and won't work by default.
 
* If you're compiling into a different platform, else than WIN32, the cursor clipping will be disabled and won't work by default.
 
* 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()'''.
 
* 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()'''.
* If you do not want to check if the window is active or not every time '''OnRenderEnd()''' called, you can also do this by hooking into window events/messages. Check [https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setwindowshookexa SetWindowsHookExA].
+
* If you do not want to check whether the window is active or not every time '''OnRenderEnd()''' gets called, you can also do this by hooking into window events/messages. Check [https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setwindowshookexa SetWindowsHookExA].
  
  
 
[[Category:Programming]]
 
[[Category:Programming]]
 
[[Category:Free source code]]
 
[[Category:Free source code]]

Revision as of 14:08, 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.

Note.png Note: This works only when the window is active, otherwise, the cursor will be unlocked automatically just as in the games specified above.


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 with -tools, -dev, -developer, and -nocursorclipping the cursor clipping will be disabled and won't work by default.
  • If you're compiling into a different platform, else than WIN32, the cursor clipping will be disabled and won't work by default.
  • 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().
  • If you do not want to check whether the window is active or not every time OnRenderEnd() gets called, you can also do this by hooking into window events/messages. Check SetWindowsHookExA.