scummvm/engines/sci/graphics/cursor.h

135 lines
3.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCI_GRAPHICS_CURSOR_H
#define SCI_GRAPHICS_CURSOR_H
#include "common/array.h"
#include "common/hashmap.h"
namespace Sci {
#define SCI_CURSOR_SCI0_HEIGHTWIDTH 16
#define SCI_CURSOR_SCI0_RESOURCESIZE 68
#define SCI_CURSOR_SCI0_TRANSPARENCYCOLOR 1
class GfxView;
class GfxPalette;
typedef Common::HashMap<int, GfxView *> CursorCache;
struct SciCursorSetPositionWorkarounds {
SciGameId gameId;
int16 newPositionY;
int16 newPositionX;
int16 rectTop;
int16 rectLeft;
int16 rectBottom;
int16 rectRight;
};
class GfxCursor {
public:
GfxCursor(ResourceManager *resMan, GfxPalette *palette, GfxScreen *screen);
~GfxCursor();
void init(GfxCoordAdjuster *coordAdjuster, EventManager *event);
void kernelShow();
void kernelHide();
bool isVisible();
void kernelSetShape(GuiResourceId resourceId);
void kernelSetView(GuiResourceId viewNum, int loopNum, int celNum, Common::Point *hotspot);
void kernelSetMacCursor(GuiResourceId viewNum, int loopNum, int celNum);
void setPosition(Common::Point pos);
Common::Point getPosition();
void refreshPosition();
/**
* Removes limit for mouse movement
*/
void kernelResetMoveZone();
/**
* Limits the mouse movement to a given rectangle.
*
* @param[in] rect The rectangle
*/
void kernelSetMoveZone(Common::Rect zone);
void kernelClearZoomZone();
void kernelSetZoomZone(byte multiplier, Common::Rect zone, GuiResourceId viewNum, int loopNum, int celNum, GuiResourceId picNum, byte zoomColor);
void kernelSetPos(Common::Point pos);
void kernelMoveCursor(Common::Point pos);
void setMacCursorRemapList(int cursorCount, reg_t *cursors);
private:
void purgeCache();
ResourceManager *_resMan;
GfxScreen *_screen;
GfxPalette *_palette;
GfxCoordAdjuster *_coordAdjuster;
EventManager *_event;
int _upscaledHires;
bool _moveZoneActive;
Common::Rect _moveZone; // Rectangle in which the pointer can move
bool _zoomZoneActive;
Common::Rect _zoomZone;
GfxView *_zoomCursorView;
byte _zoomCursorLoop;
byte _zoomCursorCel;
GfxView *_zoomPicView;
byte _zoomColor;
byte _zoomMultiplier;
byte *_cursorSurface;
CursorCache _cachedCursors;
bool _isVisible;
// KQ6 Windows has different black and white cursors. If this is true (set
// from the windows_cursors ini setting), then we use these and don't scale
// them by 2x like the rest of the graphics, like SSCI did. These look very
// ugly, which is why they aren't enabled by default.
bool _useOriginalKQ6WinCursors;
// The CD version of SQ4 contains a complete set of silver mouse cursors.
// If this is true (set from the silver_cursors ini setting), then we use
// these instead and replace the game's gold cursors with their silver
// equivalents.
bool _useSilverSQ4CDCursors;
// Mac versions of games use a remap list to remap their cursors
Common::Array<uint16> _macCursorRemap;
};
} // End of namespace Sci
#endif