mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 05:34:00 +00:00
d6c34bdc4b
svn-id: r30667
541 lines
15 KiB
C++
541 lines
15 KiB
C++
/* 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "common/util.h"
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#include "graphics/cursorman.h"
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#include "scumm/bomp.h"
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#include "scumm/charset.h"
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#include "scumm/intern.h"
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#include "scumm/he/intern_he.h"
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#include "scumm/object.h"
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#include "scumm/he/resource_he.h"
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#include "scumm/saveload.h"
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#include "scumm/scumm.h"
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namespace Scumm {
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/*
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* Mouse cursor cycle colors (for the default crosshair).
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*/
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static const byte default_v1_cursor_colors[4] = {
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1, 1, 12, 11
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};
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static const byte default_cursor_colors[4] = {
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15, 15, 7, 8
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};
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// 2bpp
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static const uint16 default_he_cursor[128] = {
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0x0a80, 0x0000, 0x0000, 0x0000, 0x2568, 0x0000, 0x0000, 0x0000,
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0x9556, 0x8000, 0x0000, 0x0000, 0x9955, 0x6800, 0x0000, 0x0000,
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0x9955, 0x5680, 0x0000, 0x0000, 0x2655, 0x5568, 0x0000, 0x0000,
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0x2695, 0x5556, 0x8000, 0x0000, 0x0995, 0x5555, 0x6800, 0x0000,
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0x09a5, 0x5555, 0x5600, 0x0000, 0x0269, 0x5555, 0x5580, 0x0000,
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0x0269, 0x5555, 0x5560, 0x0000, 0x009a, 0x5555, 0x5560, 0x0000,
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0x009a, 0x9555, 0x5580, 0x0000, 0x0026, 0x9555, 0x5600, 0x0000,
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0x0026, 0xa555, 0x5580, 0x0000, 0x0009, 0xa955, 0x5560, 0x0000,
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0x0009, 0xa9a9, 0x5558, 0x0000, 0x0002, 0x6aaa, 0x5558, 0x0000,
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0x0002, 0x6a9a, 0xaa58, 0x0000, 0x0000, 0x9a66, 0xaa60, 0x0000,
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0x0000, 0x2589, 0xa980, 0x0000, 0x0000, 0x0a02, 0x5600, 0x0000,
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0x0000, 0x0000, 0xa800, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000
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};
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static const byte default_v6_cursor[] = {
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x0F,0x00, 0x00,0x00,0x00,0x00,0x00,0x00,0xFF,
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0x0F,0x0F,0x0F,0x0F,0x0F,0x0F, 0x0F,0x0F,0x0F, 0x0F,0x0F,0x0F,0x0F,0x0F,0x0F,0xFF,
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0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x0F,0x00, 0x00,0x00,0x00,0x00,0x00,0x00,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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0xFF,0xFF,0xFF,0xFF,0xFF,0xFF, 0x00,0x0F,0x00, 0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,
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};
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void ScummEngine_v5::animateCursor() {
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if (_cursor.animate) {
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if (!(_cursor.animateIndex & 0x1)) {
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setBuiltinCursor((_cursor.animateIndex >> 1) & 3);
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}
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_cursor.animateIndex++;
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}
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}
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void ScummEngine_v6::setCursorHotspot(int x, int y) {
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_cursor.hotspotX = x;
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_cursor.hotspotY = y;
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}
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void ScummEngine_v6::setCursorTransparency(int a) {
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int i, size;
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size = _cursor.width * _cursor.height;
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for (i = 0; i < size; i++)
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if (_grabbedCursor[i] == (byte)a)
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_grabbedCursor[i] = 0xFF;
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updateCursor();
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}
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void ScummEngine::updateCursor() {
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const int transColor = (_game.heversion >= 80) ? 5 : 255;
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CursorMan.replaceCursor(_grabbedCursor, _cursor.width, _cursor.height,
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_cursor.hotspotX, _cursor.hotspotY,
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(_game.platform == Common::kPlatformNES ? _grabbedCursor[63] : transColor),
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(_game.heversion == 70 ? 2 : 1));
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}
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void ScummEngine_v6::grabCursor(int x, int y, int w, int h) {
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VirtScreen *vs = findVirtScreen(y);
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if (vs == NULL) {
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debug(0, "grabCursor: invalid Y %d", y);
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return;
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}
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setCursorFromBuffer((byte *)vs->pixels + (y - vs->topline) * vs->pitch + x, w, h, vs->pitch);
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}
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void ScummEngine_v6::setDefaultCursor() {
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setCursorHotspot(7, 6);
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setCursorFromBuffer(default_v6_cursor, 16, 13, 16);
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}
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void ScummEngine::setCursorFromBuffer(const byte *ptr, int width, int height, int pitch) {
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uint size;
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byte *dst;
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size = width * height;
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if (size > sizeof(_grabbedCursor))
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error("grabCursor: grabbed cursor too big");
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_cursor.width = width;
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_cursor.height = height;
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_cursor.animate = 0;
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dst = _grabbedCursor;
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for (; height; height--) {
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memcpy(dst, ptr, width);
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dst += width;
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ptr += pitch;
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}
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updateCursor();
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}
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void ScummEngine_v70he::setCursorFromImg(uint img, uint room, uint imgindex) {
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_resExtractor->setCursor(img);
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}
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void ScummEngine_v70he::setDefaultCursor() {
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const uint16 *src;
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int i, j;
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static const byte palette[] = {0, 0, 0, 0,
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0xff, 0xff, 0xff, 0,
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0, 0, 0, 0};
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memset(_grabbedCursor, 5, sizeof(_grabbedCursor));
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_cursor.hotspotX = _cursor.hotspotY = 2;
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src = default_he_cursor;
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_cursor.width = 32;
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_cursor.height = 32;
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for (i = 0; i < 32; i++) {
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int p = *src;
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for (j = 0; j < 32; j++) {
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switch ((p & (0x3 << 14)) >> 14) {
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case 1:
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_grabbedCursor[32 * i + j] = 0xfe;
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break;
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case 2:
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_grabbedCursor[32 * i + j] = 0xfd;
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break;
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default:
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break;
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}
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p <<= 2;
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if ((j + 1) % 8 == 0)
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p = *(++src);
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}
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}
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// Since white color position is not guaranteed
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// we setup our own palette if supported by backend
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CursorMan.replaceCursorPalette(palette, 0xfd, 3);
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updateCursor();
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}
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void ScummEngine_v6::setCursorFromImg(uint img, uint room, uint imgindex) {
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int w, h;
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const byte *dataptr, *bomp;
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uint32 size;
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FindObjectInRoom foir;
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const ImageHeader *imhd;
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if (room == (uint) - 1)
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room = getObjectRoom(img);
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findObjectInRoom(&foir, foCodeHeader | foImageHeader | foCheckAlreadyLoaded, img, room);
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imhd = (const ImageHeader *)findResourceData(MKID_BE('IMHD'), foir.obim);
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if (_game.version == 8) {
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setCursorHotspot(READ_LE_UINT32(&imhd->v8.hotspot[0].x),
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READ_LE_UINT32(&imhd->v8.hotspot[0].y));
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w = READ_LE_UINT32(&imhd->v8.width) / 8;
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h = READ_LE_UINT32(&imhd->v8.height) / 8;
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} else if (_game.version == 7) {
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setCursorHotspot(READ_LE_UINT16(&imhd->v7.hotspot[0].x),
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READ_LE_UINT16(&imhd->v7.hotspot[0].y));
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w = READ_LE_UINT16(&imhd->v7.width) / 8;
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h = READ_LE_UINT16(&imhd->v7.height) / 8;
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} else {
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if (_game.heversion == 0) {
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setCursorHotspot(READ_LE_UINT16(&imhd->old.hotspot[0].x),
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READ_LE_UINT16(&imhd->old.hotspot[0].y));
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}
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w = READ_LE_UINT16(&foir.cdhd->v6.w) / 8;
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h = READ_LE_UINT16(&foir.cdhd->v6.h) / 8;
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}
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dataptr = getObjectImage(foir.obim, imgindex);
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assert(dataptr);
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if (_game.version == 8) {
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bomp = dataptr;
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} else {
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size = READ_BE_UINT32(dataptr + 4);
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if (size > sizeof(_grabbedCursor))
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error("setCursorFromImg: Cursor image too large");
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bomp = findResource(MKID_BE('BOMP'), dataptr);
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}
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if (bomp != NULL)
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useBompCursor(bomp, w, h);
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else
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useIm01Cursor(dataptr, w, h);
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}
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void ScummEngine_v6::useIm01Cursor(const byte *im, int w, int h) {
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VirtScreen *vs = &_virtscr[kMainVirtScreen];
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byte *buf, *dst;
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const byte *src;
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int i;
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w *= 8;
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h *= 8;
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// Backup the screen content
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dst = buf = (byte *)malloc(w * h);
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src = vs->getPixels(0, 0);
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for (i = 0; i < h; i++) {
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memcpy(dst, src, w);
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dst += w;
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src += vs->pitch;
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}
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// Do some drawing
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drawBox(0, 0, w - 1, h - 1, 0xFF);
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vs->hasTwoBuffers = false;
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_gdi->disableZBuffer();
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_gdi->drawBitmap(im, vs, _screenStartStrip, 0, w, h, 0, w / 8, 0);
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vs->hasTwoBuffers = true;
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_gdi->enableZBuffer();
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// Grab the data we just drew and setup the cursor with it
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setCursorFromBuffer(vs->getPixels(0, 0), w, h, vs->pitch);
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// Restore the screen content
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src = buf;
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dst = vs->getPixels(0, 0);
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for (i = 0; i < h; i++) {
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memcpy(dst, src, w);
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dst += vs->pitch;
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src += w;
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}
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free(buf);
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}
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void ScummEngine_v6::useBompCursor(const byte *im, int width, int height) {
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uint size;
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width *= 8;
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height *= 8;
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size = width * height;
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if (size > sizeof(_grabbedCursor))
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error("useBompCursor: cursor too big (%d)", size);
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_cursor.width = width;
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_cursor.height = height;
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_cursor.animate = 0;
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// Skip the header
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if (_game.version == 8) {
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im += 16;
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} else {
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im += 18;
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}
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decompressBomp(_grabbedCursor, im, width, height);
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updateCursor();
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}
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void ScummEngine_v5::redefineBuiltinCursorFromChar(int index, int chr) {
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// Cursor image in both Looms are based on images from charset.
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if (_game.id != GID_LOOM) {
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// FIXME: Actually: is this opcode ever called by a non-Loom game?
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// Which V3-V5 game besides Loom makes use of custom cursors, ever?
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error("V3--V5 SO_CURSOR_IMAGE(%d,%d) called - tell Fingolfin where you saw this!", index, chr);
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}
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assert(index >= 0 && index < 4);
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// const int oldID = _charset->getCurID();
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if (_game.version == 3) {
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_charset->setCurID(0);
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} else if (_game.version >= 4) {
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_charset->setCurID(1);
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}
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Graphics::Surface s;
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byte buf[16*17];
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memset(buf, 123, 16*17);
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s.pixels = buf;
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s.w = _charset->getCharWidth(chr);
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s.h = _charset->getFontHeight();
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s.pitch = s.w;
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// s.h = 17 for FM-TOWNS Loom Japanese. Fixes bug #1166917
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assert(s.w <= 16 && s.h <= 17);
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s.bytesPerPixel = 1;
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_charset->drawChar(chr, s, 0, 0);
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uint16 *ptr = _cursorImages[index];
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memset(ptr, 0, 17 * sizeof(uint16));
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for (int h = 0; h < s.h; h++) {
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for (int w = 0; w < s.w; w++) {
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if (buf[s.pitch * h + w] != 123)
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*ptr |= 1 << (15 - w);
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}
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ptr++;
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}
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// _charset->setCurID(oldID);
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}
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void ScummEngine_v5::redefineBuiltinCursorHotspot(int index, int x, int y) {
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// Cursor image in both Looms are based on images from charset.
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if (_game.id != GID_LOOM) {
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// FIXME: Actually: is this opcode ever called by a non-Loom game?
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// Which V3-V5 game besides Loom makes use of custom cursors, ever?
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error("V3--V5 SO_CURSOR_HOTSPOT(%d,%d,%d) called - tell Fingolfin where you saw this!", index, x, y);
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}
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assert(index >= 0 && index < 4);
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_cursorHotspots[index * 2] = x;
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_cursorHotspots[index * 2 + 1] = y;
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}
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void ScummEngine_v2::setBuiltinCursor(int idx) {
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int i, j;
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byte color;
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memset(_grabbedCursor, 0xFF, sizeof(_grabbedCursor));
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if (_game.version <= 1)
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color = default_v1_cursor_colors[idx];
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else
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color = default_cursor_colors[idx];
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if (_game.platform == Common::kPlatformNES) {
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_cursor.width = 8;
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_cursor.height = 8;
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_cursor.hotspotX = 0;
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_cursor.hotspotY = 0;
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byte *dst = _grabbedCursor;
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byte *src = &_NESPatTable[0][0xfa * 16];
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byte *palette = _NESPalette[1];
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for (i = 0; i < 8; i++) {
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byte c0 = src[i];
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byte c1 = src[i + 8];
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for (j = 0; j < 8; j++)
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*dst++ = palette[((c0 >> (7 - j)) & 1) | (((c1 >> (7 - j)) & 1) << 1) | ((idx == 3) ? 4 : 0)];
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}
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} else if (_game.platform == Common::kPlatformAmiga) {
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_cursor.width = 15;
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_cursor.height = 15;
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_cursor.hotspotX = 7;
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_cursor.hotspotY = 7;
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byte *hotspot = _grabbedCursor + _cursor.hotspotY * _cursor.width + _cursor.hotspotX;
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// Crosshair, symmetric
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// TODO: Instead of setting this up via code, we should simply extend
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// default_cursor_images to contain this shape.
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for (i = 0; i < 5; i++) {
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*(hotspot - 3 - i) = color;
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*(hotspot + 3 + i) = color;
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*(hotspot - _cursor.width * (3 + i)) = color;
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*(hotspot + _cursor.width * (3 + i)) = color;
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}
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// Arrow heads, diagonal lines
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for (i = 1; i <= 2; i++) {
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*(hotspot - _cursor.width * i - (3 + i)) = color;
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*(hotspot + _cursor.width * i - (3 + i)) = color;
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*(hotspot - _cursor.width * i + (3 + i)) = color;
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*(hotspot + _cursor.width * i + (3 + i)) = color;
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*(hotspot - _cursor.width * (3 + i) - i) = color;
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*(hotspot + _cursor.width * (3 + i) - i) = color;
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*(hotspot - _cursor.width * (3 + i) + i) = color;
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*(hotspot + _cursor.width * (3 + i) + i) = color;
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}
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} else {
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_cursor.width = 23;
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|
_cursor.height = 21;
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|
_cursor.hotspotX = 11;
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|
_cursor.hotspotY = 10;
|
|
|
|
byte *hotspot = _grabbedCursor + _cursor.hotspotY * _cursor.width + _cursor.hotspotX;
|
|
|
|
// Crosshair, slightly assymetric
|
|
// TODO: Instead of setting this up via code, we should simply extend
|
|
// default_cursor_images to contain this shape.
|
|
|
|
for (i = 0; i < 7; i++) {
|
|
*(hotspot - 5 - i) = color;
|
|
*(hotspot + 5 + i) = color;
|
|
}
|
|
|
|
for (i = 0; i < 8; i++) {
|
|
*(hotspot - _cursor.width * (3 + i)) = color;
|
|
*(hotspot + _cursor.width * (3 + i)) = color;
|
|
}
|
|
|
|
// Arrow heads, diagonal lines
|
|
|
|
for (i = 1; i <= 3; i++) {
|
|
*(hotspot - _cursor.width * i - 5 - i) = color;
|
|
*(hotspot + _cursor.width * i - 5 - i) = color;
|
|
*(hotspot - _cursor.width * i + 5 + i) = color;
|
|
*(hotspot + _cursor.width * i + 5 + i) = color;
|
|
*(hotspot - _cursor.width * (i + 3) - i) = color;
|
|
*(hotspot - _cursor.width * (i + 3) + i) = color;
|
|
*(hotspot + _cursor.width * (i + 3) - i) = color;
|
|
*(hotspot + _cursor.width * (i + 3) + i) = color;
|
|
}
|
|
|
|
// Final touches
|
|
|
|
*(hotspot - _cursor.width - 7) = color;
|
|
*(hotspot - _cursor.width + 7) = color;
|
|
*(hotspot + _cursor.width - 7) = color;
|
|
*(hotspot + _cursor.width + 7) = color;
|
|
*(hotspot - (_cursor.width * 5) - 1) = color;
|
|
*(hotspot - (_cursor.width * 5) + 1) = color;
|
|
*(hotspot + (_cursor.width * 5) - 1) = color;
|
|
*(hotspot + (_cursor.width * 5) + 1) = color;
|
|
}
|
|
|
|
updateCursor();
|
|
}
|
|
|
|
void ScummEngine_v5::resetCursors() {
|
|
static const uint16 default_cursor_images[4][16] = {
|
|
/* cross-hair */
|
|
{ 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000, 0x7e3f,
|
|
0x0000, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0080, 0x0000 },
|
|
/* hourglass */
|
|
{ 0x0000, 0x7ffe, 0x6006, 0x300c, 0x1818, 0x0c30, 0x0660, 0x03c0,
|
|
0x0660, 0x0c30, 0x1998, 0x33cc, 0x67e6, 0x7ffe, 0x0000, 0x0000 },
|
|
/* arrow */
|
|
{ 0x0000, 0x4000, 0x6000, 0x7000, 0x7800, 0x7c00, 0x7e00, 0x7f00,
|
|
0x7f80, 0x78c0, 0x7c00, 0x4600, 0x0600, 0x0300, 0x0300, 0x0180 },
|
|
/* hand */
|
|
{ 0x1e00, 0x1200, 0x1200, 0x1200, 0x1200, 0x13ff, 0x1249, 0x1249,
|
|
0xf249, 0x9001, 0x9001, 0x9001, 0x8001, 0x8001, 0x8001, 0xffff },
|
|
};
|
|
|
|
static const byte default_cursor_hotspots[10] = {
|
|
8, 7, 8, 7, 1, 1, 5, 0,
|
|
8, 7, //zak256
|
|
};
|
|
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
memcpy(_cursorImages[i], default_cursor_images[i], 32);
|
|
}
|
|
memcpy(_cursorHotspots, default_cursor_hotspots, 8);
|
|
|
|
}
|
|
|
|
void ScummEngine_v5::setBuiltinCursor(int idx) {
|
|
int i, j;
|
|
byte color = default_cursor_colors[idx];
|
|
const uint16 *src = _cursorImages[_currentCursor];
|
|
|
|
memset(_grabbedCursor, 0xFF, sizeof(_grabbedCursor));
|
|
|
|
_cursor.hotspotX = _cursorHotspots[2 * _currentCursor];
|
|
_cursor.hotspotY = _cursorHotspots[2 * _currentCursor + 1];
|
|
_cursor.width = 16;
|
|
_cursor.height = 16;
|
|
|
|
for (i = 0; i < 16; i++) {
|
|
for (j = 0; j < 16; j++) {
|
|
if (src[i] & (1 << j))
|
|
_grabbedCursor[16 * i + 15 - j] = color;
|
|
}
|
|
}
|
|
|
|
updateCursor();
|
|
}
|
|
|
|
} // End of namespace Scumm
|