This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Customizing Mouse Cursor and Behavior

Customizing Mouse

Customizing Mouse

This example shows how to customize the 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::setMouseHandle(Input::MOUSE_HANDLE_SOFT);
//or
ControlsApp::setMouseHandle(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. the world's init() method):

Source code (C++)
// loading an image for the mouse cursor
ImagePtr mouse_cursor = Image::create("textures/cursor.png");

// resizing the image to make it square
mouse_cursor->resize(mouse_cursor->getWidth(), mouse_cursor->getWidth());
// checking if our image is loaded successfully and has the appropriate format
if (mouse_cursor->isLoaded() && mouse_cursor->getFormat() == Image::FORMAT_RGBA8)
{
	// setting the image for the OS mouse pointer
	Input::setMouseCursorCustom(mouse_cursor);

	// showing the OS mouse pointer
	Input::setMouseCursorSystem(1);
}

// clearing pointer
mouse_cursor.clear();

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.cpp file.

Notice
Unchanged methods of the AppWorldLogic class are not listed here, so leave them as they are.
Source code (C++)
#include "AppWorldLogic.h"
#include "UnigineUserInterface.h"
#include "UnigineGui.h"
#include "UnigineGame.h"

using namespace Unigine;

// auxiliary variables
ControlsPtr controls;
GuiPtr gui;
String handling_mode[3] = { "GRAB", "SOFT", "USER" };

// widgets
WidgetLabelPtr label;
WidgetLabelPtr label2;
WidgetButtonPtr button;

AppWorldLogic::AppWorldLogic()
{
}

AppWorldLogic::~AppWorldLogic()
{
}

int AppWorldLogic::init()
{
	// initializing auxiliary variables
	controls = Game::getPlayer()->getControls();
	gui = Gui::getCurrent();
    EngineWindowPtr MWindow = WindowManager::getMainWindow();
	// setting a custom icon for the application window
	ImagePtr icon = Image::create("textures/cursor.png");
	if (icon->isLoaded() && icon->getFormat() == Image::FORMAT_RGBA8)
		MWindow->setIcon(icon);
	icon.clear();

	// setting a custom title for the application window
	MWindow->setTitle("Custom Window Title");

	// preparing UI: creating 2 labels and a button and adding them to the GUI
	label = WidgetLabel::create(gui);
	label2 = WidgetLabel::create(gui);
	button = WidgetButton::create(gui, "BUTTON");
	label->setPosition(10, 20);
	label2->setPosition(10, 40);
	button->setPosition(10, 80);
	gui->addChild(label, Gui::ALIGN_OVERLAP | Gui::ALIGN_TOP | Gui::ALIGN_LEFT);
	gui->addChild(label2, Gui::ALIGN_OVERLAP | Gui::ALIGN_TOP | Gui::ALIGN_LEFT);
	gui->addChild(button, Gui::ALIGN_OVERLAP | Gui::ALIGN_TOP | Gui::ALIGN_LEFT);

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

	// resizing the image to make it square
	mouse_cursor->resize(mouse_cursor->getWidth(), mouse_cursor->getWidth());
	// checking if our image is loaded successfully and has the appropriate format
	if (mouse_cursor->isLoaded() && mouse_cursor->getFormat() == Image::FORMAT_RGBA8)
	{
		// setting the image for the OS mouse pointer
		Input::setMouseCursorCustom(mouse_cursor);

		// showing the OS mouse pointer
		Input::setMouseCursorSystem(1);
	}

	// clearing pointer
	mouse_cursor.clear();
		return 1;
}

int AppWorldLogic::update()
{
	// checking for STATE_USE (ENTER key by default) and toggling mouse handling mode
	if (controls->clearState(Controls::STATE_USE) == 1) {
		switch (ControlsApp::getMouseHandle())
		{
		case Input::MOUSE_HANDLE_GRAB:
			// if the mouse is currently grabbed, we disable grabbing and restore GUI interaction
			if (Input::isMouseGrab())
			{
				Input::setMouseGrab(false);
				Gui::getCurrent()->setMouseEnabled(true);
			}
			Input::setMouseHandle(Input::MOUSE_HANDLE_SOFT);
			break;
		case Input::MOUSE_HANDLE_SOFT:
			Input::setMouseHandle(Input::MOUSE_HANDLE_USER);
			break;
		case Input::MOUSE_HANDLE_USER:
			Input::setMouseHandle(Input::MOUSE_HANDLE_GRAB);
			break;
		}
	}

	// updating info on the current cursor position and mouse handling mode 
	label->setText(String::format("\n MOUSE COORDS: %d, %d)", Gui::getCurrent()->getMouseX(), Gui::getCurrent()->getMouseY()));
	label2->setText(String::format("\n MOUSE HANDLE: %s", handling_mode[Input::getMouseHandle()].get()));

	return 1;
}

// ...
int AppWorldLogic::postUpdate()
{
	// ...
	return 1;
}

int AppWorldLogic::updatePhysics()
{
	// ...
	return 1;
}

int AppWorldLogic::shutdown()
{
	// ...
	return 1;
}

int AppWorldLogic::save(const Unigine::StreamPtr &stream)
{
	// ...
	UNIGINE_UNUSED(stream);
	return 1;
}

int AppWorldLogic::restore(const Unigine::StreamPtr &stream)
{
	// ...
	UNIGINE_UNUSED(stream);
	return 1;
}
Last update: 2024-08-16
Build: ()