Display Mouse cursor

This is a discussion on Display Mouse cursor within the Game Programming forums, part of the General Programming Boards category; Iím trying to display the mouse cursor in full screen mod. I have provided the code for winmain.cpp. Could someone ...

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    Question Display Mouse cursor

    Iím trying to display the mouse cursor in full screen mod. I have provided the code for winmain.cpp. Could someone tell me what the heck I am doing wrong?


    Code:
    // winmain.cpp
    // Chad Wood
    
    #include <d3d9.h>
    #include <d3dx9.h>
    #include <time.h>
    #include <stdio.h>
    #include "dxgraphics.h"
    #include "dxaudio.h"
    #include "dxinput.h"
    #include "game.h"
    
    
    
    //window event callback function
    LRESULT WINAPI WinProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
    {
        switch( msg )
        {
            case WM_DESTROY:
                //release the Direct3D objects
                if (d3ddev != NULL) d3ddev->Release();
                if (d3d != NULL) d3d->Release();
    
                //release sound objects (this is a class not a DX object)
                //if (dsound != NULL) delete dsound;
    
                //release input objects
                if (dinput != NULL) dinput->Release();
                Kill_Keyboard();
                Kill_Mouse();
    
                //call the "front-end" shutdown function
                Game_End(hWnd);
    
                //tell Windows to kill this program
                PostQuitMessage(0);
                return 0;
        }
        return DefWindowProc( hWnd, msg, wParam, lParam );
    }
    
    
    //helper function to set up the window properties
    ATOM MyRegisterClass(HINSTANCE hInstance)
    {
        //create the window class structure
        WNDCLASSEX wc;
        wc.cbSize = sizeof(WNDCLASSEX); 
    
        //fill the struct with info
        wc.style         = CS_HREDRAW | CS_VREDRAW;
        wc.lpfnWndProc   = (WNDPROC)WinProc;
        wc.cbClsExtra	 = 0;
        wc.cbWndExtra	 = 0;
        wc.hInstance     = hInstance;
        wc.hIcon         = NULL;
        wc.hCursor       = LoadCursor(hInstance, IDC_ARROW);
        wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
        wc.lpszMenuName  = NULL;
        wc.lpszClassName = APPTITLE;
        wc.hIconSm       = NULL;
    
        //set up the window with the class info
        return RegisterClassEx(&wc);
    }
    
    
    //entry point for a Windows program
    int WINAPI WinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPSTR     lpCmdLine,
                       int       nCmdShow)
    {
    	MSG msg;
        HWND hWnd;
    
    	// register the class
    	MyRegisterClass(hInstance);
    
        //set up the screen in windowed or fullscreen mode?
        DWORD style;
        if (FULLSCREEN)
    	{
            style = WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP;
    		ShowCursor(true);
    	}
        else
            style = WS_OVERLAPPED;
    
        //create a new window
        hWnd = CreateWindow(
           APPTITLE,              //window class
           APPTITLE,              //title bar
           style,                 //window style
           CW_USEDEFAULT,         //x position of window
           CW_USEDEFAULT,         //y position of window
           SCREEN_WIDTH,          //width of the window
           SCREEN_HEIGHT,         //height of the window
           NULL,                  //parent window
           NULL,                  //menu
           hInstance,             //application instance
           NULL);                 //window parameters
    
        //was there an error creating the window?
        if (!hWnd)
          return FALSE;
    
        //display the window
        ShowWindow(hWnd, nCmdShow);
        UpdateWindow(hWnd);
    	
        //initialize Direct3D
        if (!Init_Direct3D(hWnd, SCREEN_WIDTH, SCREEN_HEIGHT, FULLSCREEN))
        {
            MessageBox(hWnd, "Error initializing Direct3D", "Error", MB_OK);
            return 0;
        }
    
        //initialize DirectSound
        if (!Init_DirectSound(hWnd))
        {
            MessageBox(hWnd, "Error initializing DirectSound", "Error", MB_OK);
            return 0;
        }
    
        //initialize DirectInput
        if (!Init_DirectInput(hWnd))
        {
            MessageBox(hWnd, "Error initializing DirectInput", "Error", MB_OK);
            return 0;
        }
        
    	//initialize the game
        if (!Game_Init(hWnd))
        {
            MessageBox(hWnd, "Error initializing the game", "Error", MB_OK);
            return 0;
        }
    
        // main message loop
        int done = 0;
    	while (!done)
        {
            if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) 
    	    {
                //look for quit message
                if (msg.message == WM_QUIT)
                    done = 1;
    
                //decode and pass messages on to WndProc
    		    TranslateMessage(&msg);
    		    DispatchMessage(&msg);
    	    }
            else
                //process game loop (else prevents running after window is closed)
                Game_Run(hWnd);
        }
    
    	return msg.wParam;
    }
    EDIT: Ok this displays the cursor but with an hour glass...no arrow

    Code:
    Game_Run(hWnd);
    ShowCursor(true);
    Last edited by chad101; 03-26-2007 at 07:44 AM.

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