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Messages - Darmakwolf

#16
Quote from: Schranz0r on 2021-Jan-22
If the Pointer is shown with SYSTEMPOINTER FALSE it's sounds like a bug to me...
So i move the topic to bugreport! :)


Gah.. sorry. No. Not the issue.

SYSTEMPOINTER TRUE: I can use the mouse and it's not locked to a window. Fine.
SYSTEMPOINTER FALSE: I am locked to the window and can't move the mouse outside of it.

MY PROBLEM: I want to use a game-drawn mouse. I am either stuck with the system (windows) mouse drawn OVER my custom cursor if I want mouse freedom to leave the game window, or I am stuck with being able to use a custom drawn cursor rendered by the game BUT LOCKED TO THE GAME WINDOW.

WHY for the love of god can I not draw my own cursor and have the freedom to move the mouse OUTSIDE THE GAME WINDOW without the Windows system cursor being drawn over it. This isn't a BUG - it's a missing feature.

All I am asking is some help wrapping user32.dll to hide the mouse cursor so I can do SYSTEMPOINTER TRUE, draw my custom cursor, and hide the windows cursor. That's it!

Gernot????



#17
No. The ol' "if outside screen, systempointer true" used to work on windows 7 and older. On 8 and newer the mouse gets stuck unless you the program in compatibility mode. The real solution here would be to invoke Windows API to hide the mouse CURSOR. When GLBasic does it, it GRABS the mouse and doesn't let it out of the bounding box until you turn that off, but then you have the mouse cursor over custom cursor issue again. Not a solution, but thank you. Just looking for someone's help WRAPPING USER32.DLL TO HIDE THE MOUSE.
#18
Hi all! I am working on a project and here's my conundrum. I want to display my own cursor, but I don't want the system cursor displaying over it. I know I can do SYSTEMPOINTER FALSE, but then the mouse is locked to the window. If I could maybe invoke user32.dll (SetSystemCursor?) - perhaps we can do SYSTEMPOINTER TRUE and invoke this dll call to tell Windows to hide the system cursor while in our app, we can achieve this. Thoughts? Anyone able to help?
#19
Quote from: Kitty Hello on 2019-Dec-07
Implement atexit:
http://www.cplusplus.com/reference/cstdlib/atexit/


HelloKitty - I am not very good at INLINE and implementing C++ stuff. Could you or someone please show me how to make a SUB that is called when exiting?

Thank you so much <3
#20
GLB_ON_QUIT does not seem to fire with a console program. How can I make something happen when the window is closed or ctrl+c is pressed?
#21
Quote from: bigsofty on 2017-Jun-24
Hi Darmakwolf, good to see you!   ;)

Can't help you with that link though.  :(

Good to see you too! Alright well it's got to be somewhere on the internets. I bet @KittyHello knows...
#22
Hey guys! (I'm still alive!) I have a request. I tried downloading GLBasic Version 9 to try compiling a game for my PowerPC Mac (G5, OSX Leopard 10.5.8) and found:

http://www.glbasic.com/forum/index.php?topic=9667.msg83913#msg83913

Which appears to link to V9 that was the last to have PPC Mac compiler working. Can anyone link me to that SDK please? I'd really appreciate it.
#23
Quote from: monkeybot1968 on 2015-Jun-27
Brilliant!  Thanks that worked.

I assumed that if i drew to the backbuffer and grabbed it it would be the same result.

It'd work on Windows. Android has problems with GRABSPRITE.
#24
Quote from: bigsofty on 2015-Jun-19
It's fine, I like how its more logically split up now though.  :good:

I find it a million times easier to make a big project by modularizing it. If something breaks, it's one or two small parts. And fixing one little piece doesn't (usually) require a full re-compile. Good luck with the several blocks of code commented like "//no clue how this works." or "//voodoo magic illegal hax" - so many chunks that I just threw random numbers and algorithms at until somehow it worked :P
#25
Quote from: bigsofty on 2015-Jun-14
Many thanks Darmakwolf, its always educational to examine other peoples ways of doing things.  :)

You may notice my code aesthetics have improved at least a little for this one. Hahaha
#26
Quote from: Ian Price on 2015-Jun-14
Shame it won't be finished, but you did a great job.

It may still be. Just not at this time. Just been too busy. The source should be fun to mess with though!
#27
https://www.dropbox.com/s/6ygce0pe2nqvqcy/Blobomon_077_Full_GLBasic.zip?dl=0

I've been promoted to full time and don't have time to work on this right now. Here's the FULL source to my pokemon-like project Blobomon, including the C# code for the editors, using VS 2013 and .NET 4.5. The full source is many modules and takes a looong time to compile. Let me know if you have any questions! It includes Android Extras and compiles and works on Android fine. To test android-mode in windows, add "#DEFINE ANDROID" to the top of the main project source and it'll be touch-screen compatible.
#28
Quote from: nabz32 on 2015-Apr-13
The only thing I would add is a bit of interpolation on the button edges,
other than that looking good.

Also tried this and its very close to the original, good work so far.

Can't do the edges because they get resized anyway, it's not just a big picture of a gameboy. Besides, do you really think I'm going to worry about pixelation on a gameboy game control? :P
#29
http://imgur.com/J6BznFp

The new Android UI is looking better!
#30
Announcements / Update 0.68
2015-Apr-12
Download for Android: https://www.dropbox.com/s/dysr4lhofomlgro/Blobomon%200.68.apk?dl=0
Download for Windows: https://www.dropbox.com/s/j3c7qrah4gnjy9v/Blobomon%200.68.zip?dl=0
Screenshots: http://imgur.com/a/45ydJ

What's new:

*Android version now much more closely represents a Gameboy Color. Gameboy color theme can be changed by tapping the upper-left of the screen, and the color you choose will save!
*Someone managed to find the infinite-trainer glitch... AGAIN. Which has not been most assuredly fixed! xD
*Optimized tile layer 2 and weather layer to be more friendly to slower PCs and phones.
*Selling at shops now works 100%, as does using potions on any target in battle.
*Fixed many glitches pertaining to status effects.
*Fixed "Received 0 exp" glitch.
*Fixed sound not stopping on exit sometimes
*Fixed being unable to catch "Slow" blobomon

Note: Do not select "Skills" under the Blobomon menu outside of battle yet. It is under construction and will result in an inescapable black void of doom.