The standard CursorManager is a total piece of shit.

Using the source code, I made one that takes the same idea and doesn't suck.
Errr, it doesn't suck as much. It's still very shitty to go from the fast
system cursor to a chunky custom cursor that updates position at the
framerate of the swf.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4228 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Ray Greenwell
2006-06-27 02:08:52 +00:00
parent d492a4b154
commit 80bbff432d
@@ -0,0 +1,300 @@
package com.threerings.mx.managers {
import flash.display.DisplayObject;
import flash.display.InteractiveObject;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.text.TextFieldType;
import flash.ui.Mouse;
import mx.core.Application;
import mx.managers.SystemManager;
import mx.styles.CSSStyleDeclaration;
import mx.styles.StyleManager;
import com.threerings.util.HashMap;
/**
*/
public class CursorManager
{
public static const SYSTEM_CURSOR :int = 0;
public static const BUSY_CURSOR :int = 1;
//--------------------------------------------------------------------------
//
// Class methods
//
//--------------------------------------------------------------------------
/**
* Makes the cursor visible.
* Cursor visibility is not reference-counted.
* A single call to the <code>showCursor()</code> method
* always shows the cursor regardless of how many calls
* to the <code>hideCursor()</code> method were made.
*/
public static function showCursor () :void
{
if (_currentCursorId == SYSTEM_CURSOR) {
Mouse.show();
} else {
_cursorHolder.visible = true;
}
}
/**
* Makes the cursor invisible.
* Cursor visibility is not reference-counted.
* A single call to the <code>hideCursor()</code> method
* always hides the cursor regardless of how many calls
* to the <code>showCursor()</code> method were made.
*/
public static function hideCursor () :void
{
_cursorHolder.visible = false;
Mouse.hide();
}
public static function getCurrentCursorId () :int
{
return _currentCursorId;
}
/**
* Creates a new cursor.
*
* @param cursorClass Class of the cursor to display.
*
* @param xOffset Number that specifies the x offset
* of the cursor, in pixels, relative to the mouse pointer.
* The default value is 0.
*
* @param yOffset Number that specifies the y offset
* of the cursor, in pixels, relative to the mouse pointer.
* The default value is 0.
*
* @return The ID of the cursor.
*/
public static function addCursor (
cursorClass :Class, xOffset :int = 0, yOffset :int = 0) :int
{
var cursorId :int = _nextCursorId++;
var rec :CursorRecord = new CursorRecord(cursorClass);
rec.x = xOffset;
rec.y = yOffset;
_cursors.put(cursorId, rec);
return cursorId;
}
/**
* Set the current cursor.
*/
public static function setCursor (id :int) :void
{
if (id == _currentCursorId) {
return;
}
if (!_initialized) {
// oh, let's set it up
_systemManager = Application.application.systemManager;
// set up the busy cursor
var cursorManagerStyleDeclaration :CSSStyleDeclaration =
StyleManager.getStyleDeclaration("CursorManager");
var busyCursorClass :Class =
cursorManagerStyleDeclaration.getStyle("busyCursor");
_busyCursor = new CursorRecord(busyCursorClass);
// The first time a cursor is requested of the CursorManager,
// create a Sprite to hold the cursor symbol
_cursorHolder = new Sprite();
_cursorHolder.mouseEnabled = false;
_systemManager.cursorChildren.addChild(_cursorHolder);
_initialized = true;
}
// figure out what the new cursor will be like
var rec :CursorRecord;
if (id == BUSY_CURSOR) {
rec = _busyCursor;
} else if (id != SYSTEM_CURSOR) {
rec = (_cursors.get(id) as CursorRecord);
if (rec == null) {
// a bogus id was specified
// TODO: throw an error?
return;
}
}
if (rec != null && (rec.cursor is Class)) {
// go ahead and instantiate the class
try {
var disp :DisplayObject = new (rec.cursor as Class);
rec.cursor = disp;
if (disp is InteractiveObject) {
(disp as InteractiveObject).mouseEnabled = false;
}
} catch (err :Error) {
// this cursor is not usable, bail
return;
}
}
// always remove any custom cursors from the hierarchy
if (_cursorHolder.numChildren > 0) {
_cursorHolder.removeChildAt(0);
}
if (id != SYSTEM_CURSOR) {
Mouse.hide();
var currentCursor :DisplayObject = (rec.cursor as DisplayObject);
_cursorHolder.addChild(currentCursor);
_cursorHolder.x = _systemManager.mouseX + rec.x;
_cursorHolder.y = _systemManager.mouseY + rec.y;
_currentXOffset = rec.x;
_currentYOffset = rec.y;
_systemManager.stage.addEventListener(
MouseEvent.MOUSE_MOVE, mouseMoveHandler);
} else {
_currentXOffset = 0;
_currentYOffset = 0;
_systemManager.stage.removeEventListener(
MouseEvent.MOUSE_MOVE, mouseMoveHandler);
Mouse.show();
}
_currentCursorId = id;
}
/**
* Removes a cursor from the cursor list.
* If the cursor being removed is the currently displayed cursor,
* the CursorManager displays the next cursor in the list, if one exists.
* If the list becomes empty, the CursorManager displays
* the default system cursor.
*
* @param cursorID ID of cursor to remove.
*/
public static function removeCursor (id :int) :void
{
var rec :CursorRecord = (_cursors.remove(id) as CursorRecord);
if (rec != null && id == _currentCursorId) {
setCursor(SYSTEM_CURSOR);
}
}
/**
* Removes all of the cursors from the cursor list
* and restores the system cursor.
*/
public static function removeAllCursors () :void
{
_cursors.clear();
if (_currentCursorId != BUSY_CURSOR) {
setCursor(SYSTEM_CURSOR);
}
}
//--------------------------------------------------------------------------
//
// Class event handlers
//
//--------------------------------------------------------------------------
/**
* @private
*/
private static function mouseMoveHandler (event :MouseEvent) :void
{
_cursorHolder.x = _systemManager.mouseX + _currentXOffset;
_cursorHolder.y = _systemManager.mouseY + _currentYOffset;
var target :Object = event.target;
// Do target test.
if (!_overTextField &&
target is TextField && target.type == TextFieldType.INPUT) {
_overTextField = true;
_showSystemCursor = true;
} else if (_overTextField &&
!(target is TextField && target.type == TextFieldType.INPUT)) {
_overTextField = false;
_showCustomCursor = true;
}
// Handle switching between system and custom cursor.
if (_showSystemCursor) {
_showSystemCursor = false;
_cursorHolder.visible = false;
Mouse.show();
}
if (_showCustomCursor) {
_showCustomCursor = false;
_cursorHolder.visible = true;
Mouse.hide();
}
}
/** A mapping of all assigned cursor ids. */
private static const _cursors :HashMap = new HashMap();
private static var _currentCursorId :int = 0; // SYSTEM_CURSOR
private static var _nextCursorId :int = 2; // skip BUSY
private static var _initialized :Boolean = false;
private static var _cursorHolder :Sprite;
private static var _currentXOffset :int = 0;
private static var _currentYOffset :int = 0;
/** A record for the busy cursor (where it can't be removed). */
private static var _busyCursor :CursorRecord;
private static var _overTextField :Boolean = false;
private static var _overLink :Boolean = false;
private static var _showSystemCursor :Boolean = false;
private static var _showCustomCursor :Boolean = false;
private static var _systemManager :SystemManager = null;
}
}
/**
*/
class CursorRecord extends Object
{
public function CursorRecord (clazz :Class)
{
cursor = clazz;
}
/** The class, or instantiated cursor. */
public var cursor :Object
/** The x/y offset for the hotspot. */
public var x :Number;
public var y :Number;
}