Difference between revisions of "Game Window Cursor Clipping"

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(Implementation)
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</source>
 
</source>
  
Now find ind '''void OnRenderEnd()''' in the same cpp and add this to the end:
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Now find '''void OnRenderEnd()''' in the same cpp and add this to the end:
 
<source lang="cpp">
 
<source lang="cpp">
 
g_pCursorClipManager->Think();
 
g_pCursorClipManager->Think();

Revision as of 03:58, 7 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.
Note.png Note: This is an incomplete sample. When the resolution gets changed, this will get broken. It will be updated as soon as possible.


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();

Now find void OnRenderEnd() in the same cpp and add this to the end:

g_pCursorClipManager->Think();


Once you're done with the steps above, head over to baseviewport.cpp and add the following:

#include "../CCursorClipManagement.h"

After

// our definition
#include "baseviewport.h"
#include <filesystem.h>
#include <convar.h>
#include "ienginevgui.h"
#include "iclientmode.h"

Before

#include "tier0/etwprof.h"


Lastly, find CBaseViewport::OnScreenSizeChanged(int iOldWide, int iOldTall) and add this to the end:

g_pCursorClipManager->SetLockAction(CURSOR_CLIPMANAGEMENT_RELOCKREQUIRED);
Note.png Note: This must be updated accordingly to your changes on how CCursorClipManagement::Think() is being used.

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.