mirror of
https://github.com/libretro/scummvm.git
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87 lines
2.6 KiB
C++
87 lines
2.6 KiB
C++
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#if 0
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#if !defined(HAVE_GLES2)
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#include "GLee.h"
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#else
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#include <GLES2/gl2.h>
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#endif
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#endif
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#include "allfiles.h"
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#include "cursors.h"
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#include "colours.h"
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#include "sprites.h"
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#include "sprbanks.h"
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#include "people.h"
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#include "sludger.h"
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personaAnimation *mouseCursorAnim;
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int mouseCursorFrameNum = 0;
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int mouseCursorCountUp = 0;
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extern inputType input;
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void pickAnimCursor(personaAnimation *pp) {
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deleteAnim(mouseCursorAnim);
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mouseCursorAnim = pp;
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mouseCursorFrameNum = 0;
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mouseCursorCountUp = 0;
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}
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void displayCursor() {
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#if 0
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if (mouseCursorAnim && mouseCursorAnim -> numFrames) {
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int spriteNum = mouseCursorAnim -> frames[mouseCursorFrameNum].frameNum;
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int flipMe = 0;
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if (spriteNum < 0) {
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spriteNum = -spriteNum;
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flipMe = 1;
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if (spriteNum >= mouseCursorAnim -> theSprites -> bank.total) spriteNum = 0;
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} else {
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if (spriteNum >= mouseCursorAnim -> theSprites -> bank.total) flipMe = 2;
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}
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if (flipMe != 2) {
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(flipMe ? flipFontSprite : fontSprite)(input.mouseX, input.mouseY,
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mouseCursorAnim -> theSprites -> bank.sprites[spriteNum],
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mouseCursorAnim -> theSprites -> bank.myPalette /* ( spritePalette&) NULL*/);
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}
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if (++ mouseCursorCountUp >= mouseCursorAnim -> frames[mouseCursorFrameNum].howMany) {
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mouseCursorCountUp = 0;
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mouseCursorFrameNum ++;
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mouseCursorFrameNum %= mouseCursorAnim -> numFrames;
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}
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}
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#endif
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}
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void pasteCursor(int x, int y, personaAnimation *c) {
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if (c -> numFrames) pasteSpriteToBackDrop(x, y,
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c -> theSprites -> bank.sprites[c -> frames[0].frameNum],
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c -> theSprites -> bank.myPalette);
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}
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