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This adds a mechanism for running generic operations at specific points of the frame execution. This can be used by any part of the code an not just Lua since it simply executes std::functions. It also adds an "execution context" concept that specifies in which situation an operation should be executed. This is then used by the Lua Coroutines code for resuming coroutines at specific points instead of always when the awaited promise resolves.
275 lines
5.6 KiB
C++
275 lines
5.6 KiB
C++
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#include <cmath>
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#include <algorithm>
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#include "cmdline/cmdline.h"
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#include "bmpman/bmpman.h"
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#include "io/cursor.h"
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#include "io/timer.h"
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#include "gamesequence/gamesequence.h"
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#include "popup/popup.h"
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#include "popup/popupdead.h"
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#include <utility>
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#include <globalincs/systemvars.h>
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#include <graphics/2d.h>
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namespace
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{
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SDL_Cursor* bitmapToCursor(int bitmapNum)
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{
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auto bitmapSurface = bm_to_sdl_surface(bitmapNum);
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// For now set the hot coordinates to the upper left corner
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SDL_Cursor* cursorHandle = SDL_CreateColorCursor(bitmapSurface, 0, 0);
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SDL_FreeSurface(bitmapSurface);
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return cursorHandle;
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}
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void setRelativeMouseMode(bool grab) {
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if (Cmdline_nograb) {
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// Never grab the mouse if this is enabled
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SDL_SetRelativeMouseMode(SDL_FALSE);
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} else {
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SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE);
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}
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}
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void changeMouseStatus(bool show, bool grab)
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{
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if (show)
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{
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// If shown don't grab the mouse
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setRelativeMouseMode(false);
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SDL_ShowCursor(1);
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}
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else
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{
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if (grab)
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{
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setRelativeMouseMode(true);
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}
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else
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{
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setRelativeMouseMode(false);
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}
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SDL_ShowCursor(0);
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}
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}
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}
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namespace io
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{
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namespace mouse
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{
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Cursor::Cursor(Cursor&& other) noexcept
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{
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*this = std::move(other);
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}
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Cursor& Cursor::operator=(Cursor&& other) noexcept
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{
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std::swap(this->mAnimationFrames, other.mAnimationFrames);
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this->mBitmapHandle = other.mBitmapHandle;
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this->mBeginTimeStamp = other.mBeginTimeStamp;
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this->mLastFrame = other.mLastFrame;
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other.mBitmapHandle = -1;
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other.mBeginTimeStamp= -1;
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other.mLastFrame = static_cast<size_t>(-1);
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return *this;
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}
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Cursor::~Cursor()
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{
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SCP_vector<SDL_Cursor*>::iterator iter;
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for (iter = mAnimationFrames.begin(); iter != mAnimationFrames.end(); ++iter)
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{
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SDL_FreeCursor(*iter);
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}
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mAnimationFrames.clear();
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// Free cursor
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bm_release(mBitmapHandle);
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mBitmapHandle = -1;
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}
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void Cursor::addFrame(SDL_Cursor* frame)
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{
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mAnimationFrames.push_back(frame);
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}
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void Cursor::enable()
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{
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if (mAnimationFrames.size() > 1)
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{
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// Animated, set the begin and do everything else in setCurrentFrame()
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mBeginTimeStamp = timestamp();
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mLastFrame = static_cast<size_t>(-1);
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}
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else
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{
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// Not animated, just set the first frame
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SDL_SetCursor(mAnimationFrames.front());
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}
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}
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void Cursor::setCurrentFrame()
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{
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if (mAnimationFrames.size() > 1)
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{
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// We are animated, compute the current frame
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float diffSeconds = i2fl(timestamp() - mBeginTimeStamp) / TIMESTAMP_FREQUENCY;
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// Use the bmpman function for this. That also ensures that APNG cursors work correctly
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auto frameIndex = static_cast<size_t>(bm_get_anim_frame(mBitmapHandle, diffSeconds, 0.0f, true));
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Assert(frameIndex < mAnimationFrames.size());
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if (mLastFrame != frameIndex)
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{
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SDL_SetCursor(mAnimationFrames[frameIndex]);
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mLastFrame = frameIndex;
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}
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}
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}
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CursorManager* CursorManager::mSingleton = nullptr;
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CursorManager::CursorManager() : mCurrentCursor(nullptr)
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{
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mStatusStack.push_back(std::make_pair(true, false));
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}
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CursorManager::~CursorManager()
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{
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}
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Cursor* CursorManager::loadCursor(const char* fileName, bool animated)
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{
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int handle;
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if (animated)
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{
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handle = bm_load_animation(fileName, nullptr, nullptr);
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}
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else
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{
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handle = bm_load(fileName);
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}
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if (handle < 0)
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{
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mprintf(("Failed to load cursor bitmap %s!\n", fileName));
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return nullptr;
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}
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Cursor* cursor = this->loadFromBitmap(handle);
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return cursor;
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}
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Cursor* CursorManager::loadFromBitmap(int bitmapHandle)
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{
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Assertion(gr_screen.mode != GR_STUB, "Cursors can not be used with the stub renderer!");
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Assertion(bm_is_valid(bitmapHandle), "%d is no valid bitmap handle!", bitmapHandle);
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int nframes;
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int fps;
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bm_get_info(bitmapHandle, nullptr, nullptr, nullptr, &nframes, &fps);
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std::unique_ptr<Cursor> cursor(new Cursor(bitmapHandle));
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for (int i = 0; i < nframes; ++i)
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{
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auto sdlCursor = bitmapToCursor(bitmapHandle + i);
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if (sdlCursor != nullptr) {
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cursor->addFrame(sdlCursor);
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} else {
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// Failed to convert bitmap
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return nullptr;
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}
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}
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mLoadedCursors.push_back(std::move(cursor));
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return mLoadedCursors.back().get();
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}
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void CursorManager::setCurrentCursor(Cursor* cursor)
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{
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Assertion(cursor, "Invalid cursor pointer passed!");
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mCurrentCursor = cursor;
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mCurrentCursor->enable();
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}
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void CursorManager::showCursor(bool show, bool grab)
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{
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auto current = mStatusStack.back();
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if (show == current.first && grab == current.second)
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{
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// Don't bother calling anithing if it's not going to change anything
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return;
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}
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changeMouseStatus(show, grab);
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mStatusStack.back() = std::make_pair(show, grab);
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}
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void CursorManager::pushStatus()
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{
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// Copy the last status into the top
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mStatusStack.push_back(mStatusStack.back());
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}
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std::pair<bool, bool> CursorManager::popStatus()
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{
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Assertion(mStatusStack.size() > 1, "Can't pop the last status!");
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auto current = mStatusStack.back();
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mStatusStack.pop_back();
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auto newState = mStatusStack.back();
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changeMouseStatus(newState.first, newState.second);
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return current;
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}
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void CursorManager::init()
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{
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mSingleton = new CursorManager();
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// Hide the cursor initially
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mSingleton->showCursor(false);
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}
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void CursorManager::doFrame()
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{
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CursorManager* manager = get();
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if (manager->mCurrentCursor != nullptr && manager->isCursorShown())
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{
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manager->mCurrentCursor->setCurrentFrame();
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}
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}
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void CursorManager::shutdown()
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{
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delete mSingleton;
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}
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}
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}
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