init
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59
lui/luimousecursor.dec.lua
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59
lui/luimousecursor.dec.lua
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LUI.UIMouseCursor = {}
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LUI.UIMouseCursor.priority = 1000
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LUI.UIMouseCursor.mouseTimeout = 3000
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LUI.UIMouseCursor.MouseActivity = function ( f1_arg0, f1_arg1 )
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f1_arg0:applyElementTransform()
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f1_arg0.id = "mouse_cursor"
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local f1_local0, f1_local1 = ProjectRootCoordinate( f1_arg1.rootName, f1_arg1.x, f1_arg1.y )
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if f1_local0 ~= nil and f1_local1 ~= nil then
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f1_local0, f1_local1 = f1_arg1.root:pixelsToUnits( f1_local0, f1_local1 )
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if f1_local0 ~= nil and f1_local1 ~= nil then
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f1_arg0:registerAnimationState( "default", {
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left = f1_local0 - 32,
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right = f1_local0 + 32,
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top = f1_local1 - 32,
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bottom = f1_local1 + 32,
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leftAnchor = true,
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topAnchor = true,
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rightAnchor = false,
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bottomAnchor = false,
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alpha = 1
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} )
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f1_arg0:animateToState( "default" )
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end
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end
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f1_arg0:dispatchEventToChildren( f1_arg1 )
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f1_arg0:undoElementTransform()
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f1_arg0.lastMoveTime = Engine.GetMilliseconds()
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end
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LUI.UIMouseCursor.Hide = function ( f2_arg0, f2_arg1 )
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f2_arg0:animateToState( "hidden", 400 )
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end
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LUI.UIMouseCursor.new = function ( f3_arg0 )
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local self = LUI.UIImage.new( f3_arg0 )
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self:registerAnimationState( "hidden", {
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alpha = 0
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} )
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self:setPriority( LUI.UIMouseCursor.priority )
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self.lastMoveTime = Engine.GetMilliseconds()
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self.id = "mouse_cursor"
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self.hide = LUI.UIMouseCursor.Hide
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self:registerEventHandler( "mousemove", LUI.UIMouseCursor.MouseActivity )
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self:registerEventHandler( "mousedown", LUI.UIMouseCursor.MouseActivity )
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local f3_local1 = LUI.UITimer.new( 1000, {
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name = "update_mouse"
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}, nil, false, element, false )
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f3_local1.id = "mouse_update_timer"
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self:addElement( f3_local1 )
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self:registerEventHandler( "update_mouse", function ( element, event )
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if not CoD.UsingController() then
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return
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elseif Engine.GetMilliseconds() - element.lastMoveTime > LUI.UIMouseCursor.mouseTimeout then
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element:hide()
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end
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end )
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return self
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end
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