This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Art Samples
Tutorials

Customizing Mouse Cursor and Behavior

Customizing Mouse

Customizing Mouse

This example shows how to customize mouse cursor appearance and change default mouse behavior in your application. It will help you to solve the following tasks:

  • Changing the default mouse cursor image
  • Toggling mouse cursor's handling modes
  • Customizing your application's icon and title

Defining Mouse Behavior#

The mouse behavior is defined by assigning any of the following modes:

  • Grab - the mouse is grabbed when clicked (the cursor disappears and camera movement is controlled by the mouse). This mode is set by default.
  • Soft - the mouse cursor disappears after being idle for a short time period.
  • User - the mouse is not handled by the system (allows input handling by some custom module).

There are two ways to set the required mouse behavior mode:

  • In the Editor, by selecting the corresponding option in the Controls Settings.
  • Via code by adding the corresponding line to the logic (world or system logic, components, expressions, etc.).
Source code (C#)
ControlsApp.MouseHandle = Input.MOUSE_HANDLE.SOFT;
//or
ControlsApp.MouseHandle = Input.MOUSE_HANDLE.USER;

Customizing Mouse Cursor#

You can change the look of the mouse cursor in your application using any square RGBA8 image you want. This can be done by simply adding the following lines to your code (e.g. world's init() method):

Source code (C#)
// loading an image for the mouse cursor
Image mouse_cursor = new Image("textures/cursor.png");

// resize the image to make it square
mouse_cursor.Resize(mouse_cursor.Width, mouse_cursor.Width);

// checking if our image is loaded successfully and has the appropriate format
if ((mouse_cursor.IsLoaded) && (mouse_cursor.Format == Image.FORMAT_RGBA8))
{
	// set the image for the OS mouse pointer
	App.SetMouseCursorCustom(mouse_cursor);

	// show the OS mouse pointer
	App.MouseCursorSystem = true;
}

Here is a sample RGBA8 image (32x32) you can use for your mouse cursor (download it and put it to the data/textures folder of your project):

Sample cursor image

Example Code#

Below you'll find the code that performs the following:

  • Sets a custom icon and title for the application window
  • Sets a custom mouse cursor
  • Switches between the three handling modes on pressing the ENTER key.

Insert the following code into the AppWorldLogic.cs file.

Notice
Unchanged methods of the AppWorldLogic class are not listed here, so leave them as they are.
Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

namespace UnigineApp
{
    class AppWorldLogic : WorldLogic
    {
        // widgets
        WidgetLabel label1;
        WidgetLabel label2;
        WidgetButton button;

        public override bool Init()
        {
            /*...*/

            // preparing UI: creating 2 labels and a button and adding them to the GUI
            label1 = new WidgetLabel(Gui.Get());
            label2 = new WidgetLabel(Gui.Get());
            button = new WidgetButton(Gui.Get(), "BUTTON");
            label1.SetPosition(10, 20);
            label2.SetPosition(10, 40);
            button.SetPosition(10, 80);
            Gui.Get().AddChild(label1, Gui.ALIGN_OVERLAP | Gui.ALIGN_TOP | Gui.ALIGN_LEFT);
            Gui.Get().AddChild(label2, Gui.ALIGN_OVERLAP | Gui.ALIGN_TOP | Gui.ALIGN_LEFT);
            Gui.Get().AddChild(button, Gui.ALIGN_OVERLAP | Gui.ALIGN_TOP | Gui.ALIGN_LEFT);

            // setting a custom icon for the application window
            Image icon = new Image("textures/cursor.png");
            if ((icon.IsLoaded) && (icon.Format == Image.FORMAT_RGBA8))
                App.SetIcon(icon);

            // set a custom title for the application window
            App.SetTitle("Custom Window Title");

            // loading an image for the mouse cursor
            Image mouse_cursor = new Image("textures/cursor.png");

            // resize the image to make it square
            mouse_cursor.Resize(mouse_cursor.Width, mouse_cursor.Width);
            if ((mouse_cursor.IsLoaded) && (mouse_cursor.Format == Image.FORMAT_RGBA8))
            {
                // set the image for the OS mouse pointer
                App.SetMouseCursorCustom(mouse_cursor);

                // show the OS mouse pointer
                App.MouseCursorSystem = true;
            }

            return true;
        }

        public override bool Update()
        {
            /*...*/

            // checking for STATE_USE (ENTER key by default) and toggling mouse handling mode
            if (Game.Player.Controls.ClearState(Controls.STATE_USE) == 1)
            switch (ControlsApp.MouseHandle)
            {
                case Input.MOUSE_HANDLE.GRAB:
                    // if the mouse is currently grabbed, we disable grabbing and restore GUI interaction
                    if (App.MouseGrab)
                    {
                        App.MouseGrab = false;
                        Gui.Get().MouseEnabled = true;
                    }
                    Input.MouseHandle = Input.MOUSE_HANDLE.SOFT;
                    Log.Message($"MOUSE_HANDLE switch from GRAB to SOFT\n");
                    break;
                case Input.MOUSE_HANDLE.SOFT:
                    Input.MouseHandle = Input.MOUSE_HANDLE.USER;
                    Log.Message($"MOUSE_HANDLE switch from SOFT to USER\n");
                    break;
                case Input.MOUSE_HANDLE.USER:
                    Input.MouseHandle = Input.MOUSE_HANDLE.GRAB;
                    Log.Message($"MOUSE_HANDLE switch from USER to GRAB\n");
                    break;
                default:
                    break;
            }

            // updating info on the current cursor position and mouse handling mode 
            label1.Text = $"MOUSE COORDS: ({Input.MouseCoord})";
            label2.Text = $"MOUSE MODE: {Input.MouseHandle}";

            return true;
        }

        /*...*/
    }
}

You can also use the following C# component:

AppMouseCustomizer.cs

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

[Component(PropertyGuid = "1b2cad3654fd431d03dde9d8aff7e357241928ca")]
public class AppMouseCustomizer : Component
{
	 // widgets
		WidgetLabel label1;
		WidgetLabel label2;
		WidgetButton button;

	private void Init()
	{
			// preparing UI: creating a label and a button and adding them to the GUI
			label1 = new WidgetLabel(Gui.Get());
			label2 = new WidgetLabel(Gui.Get());
			button = new WidgetButton(Gui.Get(), "BUTTON");
			label1.SetPosition(10, 20);
			label2.SetPosition(10, 40);
			button.SetPosition(10, 80);
			Gui.Get().AddChild(label1, Gui.ALIGN_OVERLAP | Gui.ALIGN_TOP | Gui.ALIGN_LEFT);
			Gui.Get().AddChild(label2, Gui.ALIGN_OVERLAP | Gui.ALIGN_TOP | Gui.ALIGN_LEFT);
			Gui.Get().AddChild(button, Gui.ALIGN_OVERLAP | Gui.ALIGN_TOP | Gui.ALIGN_LEFT);

			// setting a custom icon for the application window
			Image icon = new Image("textures/cursor.png");
			if ((icon.IsLoaded) && (icon.Format == Image.FORMAT_RGBA8))
				App.SetIcon(icon);

			// set a custom title for the application window
			App.SetTitle("Custom Window Title");

			// loading an image for the mouse cursor
			Image mouse_cursor = new Image("textures/cursor.png");

			// resize the image to make it square
			mouse_cursor.Resize(mouse_cursor.Width, mouse_cursor.Width);

			// checking if our image is loaded successfully and has the appropriate format
			if ((mouse_cursor.IsLoaded) && (mouse_cursor.Format == Image.FORMAT_RGBA8))
			{
				// set the image for the OS mouse pointer
				App.SetMouseCursorCustom(mouse_cursor);

				// show the OS mouse pointer
				App.MouseCursorSystem = true;
			}
	}
	
	private void Update()
	{
		   // checking for STATE_USE (ENTER key by default) and toggling mouse handling mode
			if (Game.Player.Controls.ClearState(Controls.STATE_USE) == 1)
			switch (ControlsApp.MouseHandle)
			{
				case Input.MOUSE_HANDLE.GRAB:
					// if the mouse is currently grabbed, we disable grabbing and restore GUI interaction
					if (App.MouseGrab)
					{
						App.MouseGrab = false;
						Gui.Get().MouseEnabled = true;
					}
					Input.MouseHandle = Input.MOUSE_HANDLE.SOFT;
					Log.Message($"MOUSE_HANDLE switch from GRAB to SOFT\n");
					break;
				case Input.MOUSE_HANDLE.SOFT:
					Input.MouseHandle = Input.MOUSE_HANDLE.USER;
					Log.Message($"MOUSE_HANDLE switch from SOFT to USER\n");
					break;
				case Input.MOUSE_HANDLE.USER:
					Input.MouseHandle = Input.MOUSE_HANDLE.GRAB;
					Log.Message($"MOUSE_HANDLE switch from USER to GRAB\n");
					break;
				default:
					break;
			}

			// updating info on the current cursor position and mouse handling mode 
			label1.Text = $"MOUSE COORDS: ({Input.MouseCoord})";
			label2.Text = $"MOUSE MODE: {Input.MouseHandle}";
			
	}
}
Last update: 2021-04-29
Build: ()