scummvm/engines/myst3/cursor.h
2021-12-26 21:19:38 +01:00

81 lines
2.0 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef CURSOR_H_
#define CURSOR_H_
#include "common/hashmap.h"
#include "common/rect.h"
#include "engines/myst3/gfx.h"
namespace Myst3 {
class Myst3Engine;
class Texture;
class Cursor : public Drawable {
public:
Cursor(Myst3Engine *vm);
virtual ~Cursor();
void changeCursor(uint32 index);
bool isPositionLocked() { return _lockedAtCenter; }
void lockPosition(bool lock);
/**
* Get the mouse cursor position
*
* By default it is in 640x480 equivalent coordinates
*
* @param scaled When false the position is in actual game screen coordinates.
* @return
*/
Common::Point getPosition(bool scaled = true);
void updatePosition(const Common::Point &mouse);
void getDirection(float &pitch, float &heading);
void draw() override;
void setVisible(bool show);
bool isVisible();
private:
Myst3Engine *_vm;
uint32 _currentCursorID;
int32 _hideLevel;
/** Position of the cursor */
Common::Point _position;
typedef Common::HashMap<uint32, Texture *> TextureMap;
TextureMap _textures;
bool _lockedAtCenter;
void loadAvailableCursors();
float getTransparencyForId(uint32 cursorId);
};
} // End of namespace Myst3
#endif // CURSOR_H_