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I was too lazy to intercept system event queue, so code generates all Crystal Space events from events that are passed to DIVE window. As a consequence, there are some (minor) flaws:
Keyboard->Reset()
and Mouse->Reset()
if focus goes away. Keyboard::Reset()
clears
all key pressed flags and emmits corresponding `csevKeyUp' events.
Mouse::Reset()
clears all button down flags and emmits
corresponding events too.
By default Crystal Space Windowing System will use builtin OS/2 mouse
pointers whenever possible (there are three cursors that do not have their
counterparts in OS/2 and will be emulated in software). This behaviour
can be controlled by the `SYS_MOUSE_CURSOR = {yes|no}'
parameter in configuration file. If set to `yes', system mouse pointers
will be used when available; if set to `no', mouse pointers will be drawn
by Crystal Space as 2D sprites. This is slower but more precise.
Theoretically csGraphics2D::SetMousePointer()
can be implemented to
construct a OS/2 pointer from `native' Crystal Space textures, but I
was too lazy for this.
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