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135 lines
3.7 KiB
C++
135 lines
3.7 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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*/
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#ifndef SCI_GRAPHICS_CURSOR_H
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#define SCI_GRAPHICS_CURSOR_H
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#include "common/array.h"
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#include "common/hashmap.h"
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namespace Sci {
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#define SCI_CURSOR_SCI0_HEIGHTWIDTH 16
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#define SCI_CURSOR_SCI0_RESOURCESIZE 68
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#define SCI_CURSOR_SCI0_TRANSPARENCYCOLOR 1
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class GfxView;
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class GfxPalette;
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typedef Common::HashMap<int, GfxView *> CursorCache;
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struct SciCursorSetPositionWorkarounds {
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SciGameId gameId;
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int16 newPositionY;
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int16 newPositionX;
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int16 rectTop;
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int16 rectLeft;
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int16 rectBottom;
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int16 rectRight;
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};
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class GfxCursor {
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public:
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GfxCursor(ResourceManager *resMan, GfxPalette *palette, GfxScreen *screen);
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~GfxCursor();
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void init(GfxCoordAdjuster *coordAdjuster, EventManager *event);
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void kernelShow();
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void kernelHide();
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bool isVisible();
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void kernelSetShape(GuiResourceId resourceId);
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void kernelSetView(GuiResourceId viewNum, int loopNum, int celNum, Common::Point *hotspot);
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void kernelSetMacCursor(GuiResourceId viewNum, int loopNum, int celNum);
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void setPosition(Common::Point pos);
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Common::Point getPosition();
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void refreshPosition();
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/**
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* Removes limit for mouse movement
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*/
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void kernelResetMoveZone();
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/**
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* Limits the mouse movement to a given rectangle.
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*
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* @param[in] rect The rectangle
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*/
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void kernelSetMoveZone(Common::Rect zone);
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void kernelClearZoomZone();
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void kernelSetZoomZone(byte multiplier, Common::Rect zone, GuiResourceId viewNum, int loopNum, int celNum, GuiResourceId picNum, byte zoomColor);
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void kernelSetPos(Common::Point pos);
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void kernelMoveCursor(Common::Point pos);
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void setMacCursorRemapList(int cursorCount, reg_t *cursors);
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private:
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void purgeCache();
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ResourceManager *_resMan;
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GfxScreen *_screen;
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GfxPalette *_palette;
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GfxCoordAdjuster *_coordAdjuster;
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EventManager *_event;
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int _upscaledHires;
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bool _moveZoneActive;
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Common::Rect _moveZone; // Rectangle in which the pointer can move
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bool _zoomZoneActive;
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Common::Rect _zoomZone;
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GfxView *_zoomCursorView;
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byte _zoomCursorLoop;
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byte _zoomCursorCel;
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GfxView *_zoomPicView;
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byte _zoomColor;
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byte _zoomMultiplier;
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byte *_cursorSurface;
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CursorCache _cachedCursors;
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bool _isVisible;
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// KQ6 Windows has different black and white cursors. If this is true (set
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// from the windows_cursors ini setting), then we use these and don't scale
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// them by 2x like the rest of the graphics, like SSCI did. These look very
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// ugly, which is why they aren't enabled by default.
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bool _useOriginalKQ6WinCursors;
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// The CD version of SQ4 contains a complete set of silver mouse cursors.
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// If this is true (set from the silver_cursors ini setting), then we use
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// these instead and replace the game's gold cursors with their silver
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// equivalents.
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bool _useSilverSQ4CDCursors;
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// Mac versions of games use a remap list to remap their cursors
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Common::Array<uint16> _macCursorRemap;
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};
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} // End of namespace Sci
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#endif
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