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Hook up the PS2MouseDevice to the AbstractScreen+WindowManager.

Render the mouse cursor by xor'ing the pixels. I don't know anything about
hardware cursors yet and this way we don't need to recompose the window
hierarchy every time you move the mouse. :^)
This commit is contained in:
Andreas Kling 2019-01-11 03:52:09 +01:00
parent 31667b47a5
commit e5e295052f
10 changed files with 117 additions and 5 deletions

View file

@ -3,8 +3,9 @@
#include "Object.h"
#include "Rect.h"
#include "Size.h"
#include "PS2MouseDevice.h"
class AbstractScreen : public Object {
class AbstractScreen : public Object, public MouseClient {
public:
virtual ~AbstractScreen();
@ -18,11 +19,22 @@ public:
static void initialize();
Point cursor_location() const { return m_cursor_location; }
bool left_mouse_button_pressed() const { return m_left_mouse_button_pressed; }
bool right_mouse_button_pressed() const { return m_right_mouse_button_pressed; }
protected:
AbstractScreen(unsigned width, unsigned height);
private:
// ^MouseClient
virtual void did_receive_mouse_data(int dx, int dy, bool left_button, bool right_button) final;
int m_width { 0 };
int m_height { 0 };
Point m_cursor_location;
bool m_left_mouse_button_pressed { false };
bool m_right_mouse_button_pressed { false };
};