0% found this document useful (0 votes)
38 views5 pages

Mose 1

This document describes an on-screen mouse cursor implementation for SA:MP. It includes details on initializing and positioning the cursor, enabling and disabling it for players, and handling cursor movement and input processing.

Uploaded by

Josué Browm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
38 views5 pages

Mose 1

This document describes an on-screen mouse cursor implementation for SA:MP. It includes details on initializing and positioning the cursor, enabling and disabling it for players, and handling cursor movement and input processing.

Uploaded by

Josué Browm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 5

/*----------------------------------------------------------------------------*\

============================
y_mouse - On-screen mouse.
============================
Description:
Makes a mouse cursor on the screen.
Legal:
Version: MPL 1.1

The contents of this file are subject to the Mozilla Public License Version
1.1 (the "License"); you may not use this file except in compliance with
the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/

Software distributed under the License is distributed on an "AS IS" basis,


WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
for the specific language governing rights and limitations under the
License.

The Original Code is the YSI vararg include.

The Initial Developer of the Original Code is Alex "Y_Less" Cole.


Portions created by the Initial Developer are Copyright (C) 2011
the Initial Developer. All Rights Reserved.

Contributors:
ZeeX, koolk, JoeBullet/Google63, g_aSlice/Slice

Thanks:
JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL.
ZeeX - Very productive conversations.
koolk - IsPlayerinAreaEx code.
TheAlpha - Danish translation.
breadfish - German translation.
Fireburn - Dutch translation.
yom - French translation.
50p - Polish translation.
Zamaroht - Spanish translation.
Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes
for me to strive to better.
Pixels^ - Running XScripters where the idea was born.
Matite - Pestering me to release it and using it.

Very special thanks to:


Thiadmer - PAWN, whose limits continue to amaze me!
Kye/Kalcor - SA:MP.
SA:MP Team past, present and future - SA:MP.

Version:
1.0
Changelog:
02/05/11:
First version.
Functions:
Public:
-
Core:
-
Stock:
-
Static:
-
Inline:
-
API:
-
Callbacks:
-
Definitions:
-
Enums:
-
Macros:
-
Tags:
-
Variables:
Global:
-
Static:
-
Commands:
-
Compile options:
-
Operators:
-
\*----------------------------------------------------------------------------*/

#include "internal\y_version"
#include "y_hooks"

enum E_MOUSE_PLAYER_RESTORE
{
Float:E_MOUSE_PLAYER_RESTORE_X,
Float:E_MOUSE_PLAYER_RESTORE_Y,
Float:E_MOUSE_PLAYER_RESTORE_Z,
Float:E_MOUSE_PLAYER_RESTORE_A,
E_MOUSE_PLAYER_RESTORE_INT,
E_MOUSE_PLAYER_RESTORE_VW
}

static stock
Text:YSI_g_sCursor[MAX_PLAYERS] = {Text:-1, ...},
YSI_g_sMouseData[MAX_PLAYERS],
Float:YSI_g_sMousePos[MAX_PLAYERS][2],
YSI_g_sRestore[MAX_PLAYERS][E_MOUSE_PLAYER_RESTORE],
YSI_g_sCameraVehicle;

stock Mouse_Move(playerid, Float:dx, Float:dy)


{
Mouse_SetPos(playerid, YSI_g_sMousePos[playerid][0] + dx,
YSI_g_sMousePos[playerid][1] + dy);
}

stock Mouse_SetPos(playerid, Float:x, Float:y)


{
if (x > 640.0) x = 640.0;
else if (x < 0.0) x = 0.0;
if (y > 480.0) y = 480.0;
else if (y < 0.0) y = 0.0;
if (YSI_g_sMousePos[playerid][0] != x)
{
YSI_g_sMousePos[playerid][0] = x;
YSI_g_sMousePos[playerid][1] = y;
}
else if (YSI_g_sMousePos[playerid][1] != y)
{
YSI_g_sMousePos[playerid][1] = y;
}
else
{
return;
}
if (YSI_g_sCursor[playerid] != Text:-1)
{
TextDrawDestroy(YSI_g_sCursor[playerid]);
}
new
Text:t = TextDrawCreate(x, y, "\\");
YSI_g_sCursor[playerid] = t;
TextDrawFont(t, 0);
TextDrawLetterSize(t, 5.0, 5.0);
TextDrawColor(t, 0xFF0000AA);
TextDrawShowForPlayer(playerid, t);
}

stock Mouse_GetPos(playerid, &Float:x, &Float:y)


{
x = YSI_g_sMousePos[playerid][0];
y = YSI_g_sMousePos[playerid][1];
}

stock Mouse_Enable(playerid)
{
// Save settings.
GetPlayerPos(playerid, YSI_g_sRestore[playerid][E_MOUSE_PLAYER_RESTORE_X],
YSI_g_sRestore[playerid][E_MOUSE_PLAYER_RESTORE_Y], YSI_g_sRestore[playerid]
[E_MOUSE_PLAYER_RESTORE_Z]);
GetPlayerFacingAngle(playerid, YSI_g_sRestore[playerid]
[E_MOUSE_PLAYER_RESTORE_A]);
YSI_g_sRestore[playerid][E_MOUSE_PLAYER_RESTORE_INT] =
GetPlayerInterior(playerid);
YSI_g_sRestore[playerid][E_MOUSE_PLAYER_RESTORE_VW] =
GetPlayerVirtualWorld(playerid);
// May put the player in a vehicle in an interior, but on the ground so they
// can't see anything, then change the VW of the vehicle so they can't even
// see themselves (and while I'm at it, desync them).
SetVehiclePos(YSI_g_sCameraVehicle, 1946.195800, 1302.83012, 80.509375);
SetPlayerPos(playerid, -6000.0, -6000.0, -6000.0);
//SetPlayerFacingAngle(playerid, 0.0);
//SetCameraBehindPlayer(playerid);
// "Extreme" start delay.
YSI_g_sMouseData[playerid] = 0x100000FF;
// LinkVehicleToInterior(YSI_g_sCameraVehicle, 1);
// SetPlayerInterior(playerid, 1);
// These are NOT the same world to hide the vehicle.
// SetVehicleVirtualWorld(YSI_g_sCameraVehicle, 0xA137C013);
// SetPlayerVirtualWorld(playerid, 0xA137C014);
// Everyone gets put in the same vehicle.
PutPlayerInVehicle(playerid, YSI_g_sCameraVehicle, 0);
Mouse_SetPos(playerid, 320.0, 240.0);
// SetPlayerHealth(playerid, FLOAT_INFINITY);
// SetVehicleVirtualWorld(YSI_g_sCameraVehicle, 0xA137C013);
// SetPlayerVirtualWorld(playerid, 0xA137C014);
}

stock Mouse_Disable(playerid)
{
RemovePlayerFromVehicle(playerid);
SetPlayerPos(playerid, YSI_g_sRestore[playerid][E_MOUSE_PLAYER_RESTORE_X],
YSI_g_sRestore[playerid][E_MOUSE_PLAYER_RESTORE_Y], YSI_g_sRestore[playerid]
[E_MOUSE_PLAYER_RESTORE_Z]);
SetPlayerFacingAngle(playerid, YSI_g_sRestore[playerid]
[E_MOUSE_PLAYER_RESTORE_A]);
SetPlayerInterior(playerid, YSI_g_sRestore[playerid]
[E_MOUSE_PLAYER_RESTORE_INT]);
SetPlayerVirtualWorld(playerid, YSI_g_sRestore[playerid]
[E_MOUSE_PLAYER_RESTORE_VW]);
YSI_g_sMouseData[playerid] = 0;
}

hook OnScriptInit()
{
YSI_g_sCameraVehicle = CreateVehicle(564, 1946.195800, 1302.83012, 80.509375,
0.0, 0, 0, -1);
}

hook OnPlayerUpdate99(playerid)
{
if (YSI_g_sMouseData[playerid])
{
if (++YSI_g_sMouseData[playerid] == 0x10000100) //0x10000002) //
{
// SetPlayerInterior(playerid, 1);
// PutPlayerInVehicle(playerid, YSI_g_sCameraVehicle, 0);
// These are NOT the same world to hide the vehicle.
//SetVehicleVirtualWorld(YSI_g_sCameraVehicle, 0xA137C013);
//SetPlayerVirtualWorld(playerid, 0xA137C014);
// Reset.
SetVehiclePos(YSI_g_sCameraVehicle, 1946.195800, 1302.83012,
80.509375);
SetVehicleZAngle(YSI_g_sCameraVehicle, 0.0);
// SetPlayerFacingAngle(playerid, 0.0);
SetPlayerCameraPos(playerid, 1946.195800, 1302.83012, 80.509375);
YSI_g_sMouseData[playerid] = 0x10000000;
SetCameraBehindPlayer(playerid);
}
//if (YSI_g_sMouseData[playerid] & 1)
//{
// SetCameraBehindPlayer(playerid);
//}
new
Float:x,
Float:y,
Float:z;
GetPlayerCameraFrontVector(playerid, x, y, z);
/*if (y >= 0)
{
y = -0.01;
}*/
z += 0.098737;
// Invert.
//y = 1.0 / y;
// Invert and project to a large screen!
//x /= y * -10.0;
/*if (!(-0.001 < x < 0.001))
{
//x /= -y; // * -8.0;
}
else
{
//z = 0.0;
}
if (!(-0.001 < z < 0.001))
{
//z /= y; // * 8.0;
}
else
{
//z = 0.0;
}*/
/*if (x < -0.02) x = -30.0;
else if (x > 0.02) x = 30.0;
else x = 0;

if (y < -0.16) y = -30.0;


else if (y > -0.12) y = 30.0;
else y = 0.0;
// Update.*/

//Mouse_Move(playerid, x, z);
printf("TO: %f %f %f", x, y, z);
GetPlayerCameraPos(playerid, x, y, z);
printf("POS: %f %f %f", x, y, z);
SetVehicleVelocity(YSI_g_sCameraVehicle, 0.2, 0.0, 0.001);
return 0;
}
// Do not sync anyone as in this vehicle ever!
return GetPlayerVehicleID(playerid) != YSI_g_sCameraVehicle;
}

You might also like