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https://github.com/libretro/scummvm.git
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40f9506163
This makes sense as a default for CLUT8 modes, but not really for anything else. As part of the gsoc2009-16bit merge, the default was changed to "all ones", with extra code in the SDL backend to truncate this to the depth of the mode. However, "all ones" (white) still isn't a very useful default for RGB modes. So rather than jumping through hoops to provide a bad default, it's better to remove the default altogether. Engines which relied on the old default of 255 have been updated to specify it explicitly. svn-id: r47118
133 lines
3.7 KiB
C++
133 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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* $URL$
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* $Id$
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*
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*/
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#include "draci/draci.h"
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#include "draci/game.h"
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#include "draci/mouse.h"
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#include "draci/barchive.h"
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#include "draci/screen.h"
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#include "draci/sprite.h"
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#include "graphics/cursorman.h"
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#include "common/system.h"
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namespace Draci {
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Mouse::Mouse(DraciEngine *vm) {
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_x = 0;
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_y = 0;
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_lButton = false;
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_rButton = false;
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_cursorType = kUninitializedCursor;
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_vm = vm;
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}
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void Mouse::handleEvent(Common::Event event) {
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switch (event.type) {
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case Common::EVENT_LBUTTONDOWN:
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debugC(6, kDraciGeneralDebugLevel, "Left button down (x: %u y: %u)", _x, _y);
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_lButton = true;
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break;
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case Common::EVENT_LBUTTONUP:
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debugC(6, kDraciGeneralDebugLevel, "Left button up (x: %u y: %u)", _x, _y);
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// Don't set _lButton to false, because some touchpads generate
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// down and up at such a quick succession, that they will
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// cancel each other in the same call of handleEvents(). Let
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// the game clear this flag by calling lButtonSet() instead.
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break;
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case Common::EVENT_RBUTTONDOWN:
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debugC(6, kDraciGeneralDebugLevel, "Right button down (x: %u y: %u)", _x, _y);
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_rButton = true;
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break;
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case Common::EVENT_RBUTTONUP:
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debugC(6, kDraciGeneralDebugLevel, "Right button up (x: %u y: %u)", _x, _y);
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break;
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case Common::EVENT_MOUSEMOVE:
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debugC(6, kDraciGeneralDebugLevel, "Mouse move (x: %u y: %u)", _x, _y);
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_x = (uint16) event.mouse.x;
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_y = (uint16) event.mouse.y;
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break;
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default:
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break;
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}
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}
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void Mouse::cursorOn() {
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CursorMan.showMouse(true);
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}
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void Mouse::cursorOff() {
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CursorMan.showMouse(false);
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}
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bool Mouse::isCursorOn() const {
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return CursorMan.isVisible();
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}
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void Mouse::setPosition(uint16 x, uint16 y) {
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_vm->_system->warpMouse(x, y);
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}
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void Mouse::setCursorType(CursorType cur) {
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if (cur == getCursorType()) {
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return;
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}
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_cursorType = cur;
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const BAFile *f;
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f = _vm->_iconsArchive->getFile(cur);
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Sprite sp(f->_data, f->_length, 0, 0, true);
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CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColours);
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CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
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sp.getWidth() / 2, sp.getHeight() / 2, 255);
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}
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void Mouse::loadItemCursor(const GameItem *item, bool highlighted) {
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const int itemID = item->_absNum;
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const int archiveIndex = 2 * itemID + highlighted;
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CursorType newCursor = static_cast<CursorType> (kItemCursor + archiveIndex);
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if (newCursor == getCursorType()) {
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return;
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}
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_cursorType = newCursor;
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const BAFile *f;
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f = _vm->_itemImagesArchive->getFile(archiveIndex);
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Sprite sp(f->_data, f->_length, 0, 0, true);
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CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColours);
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CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
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sp.getWidth() / 2, sp.getHeight() / 2, 255);
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}
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} // End of namespace Draci
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