scummvm/engines/m4/gui/gui_mouse.h

81 lines
3.5 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 M4_GUI_GUI_MOUSE_H
#define M4_GUI_GUI_MOUSE_H
#include "m4/m4_types.h"
#include "m4/gui/gui_univ.h"
#include "m4/mem/reloc.h"
namespace M4 {
constexpr uint32 kArrowCursor = 0;
struct Mouse_Globals {
ScreenContext *_mouseScreen = nullptr;
transSprite *_mouseScreenSource = nullptr;
Buffer _mouseBuffer; // A scratch buffer used by RedrawMouse()
Common::String _mouseSeriesResource;
MemHandle _mouseSeriesHandle = nullptr;
int32 _mouseSeriesOffset = 0;
int32 _mouseSeriesPalOffset = 0;
M4sprite *_mouseSprite = nullptr; // The specific sprite which is drawn to indicate the current mouse position.
int32 _mouseX1offset = 0; // These two are the "x" and "Y" offset into the sprite which will center that
int32 _mouseY1offset = 0; // sprite onto the current mouse position. ie. the mouse "hot spot".
int32 _mouseX2offset = 0; // These two are the horizontal and vertical distances from the mouse "hot spot"
int32 _mouseY2offset = 0; // to the edge of the sprite.
int32 _currMouseNum = 0; // The current index into the sprite series of the sprite which currently is the mouse.
bool _mouseIsLocked = false; // An bool which when TRUE will prevent any other mouse from being set.
int32 _newMouseNum = 0; // An int32 which stores the currMouseNum while the mouse is locked.
int32 _hideMouseX1 = MIN_VIDEO_X - 1; // These 4 represent the mouse "hide" rectangle. The mouse is drawn if'f it is
int32 _hideMouseY1 = MIN_VIDEO_Y - 1; // located within the mouse "show" rectangle (below), or it is not within the
int32 _hideMouseX2 = MIN_VIDEO_X - 1; // mouse "hide" rectangle. ie. If the "hide" rect covers the whole monitor, and
int32 _hideMouseY2 = MIN_VIDEO_Y - 1; // the "show" rectangle covers a specific window, then the mouse will be hidden
// everywhere except within the specific window.
int32 _showMouseX1 = MIN_VIDEO_X; // These 4 represent the mouse "show" rectangle.
int32 _showMouseY1 = MIN_VIDEO_Y;
int32 _showMouseX2 = MAX_VIDEO_X;
int32 _showMouseY2 = MAX_VIDEO_Y;
int32 _mouseX = MAX_VIDEO_X >> 1; // The current mouse "x" position (global coords).
int32 _mouseY = MAX_VIDEO_Y >> 1; // The current mouse "y" position (global coords).
int32 _oldX = MAX_VIDEO_X >> 1; // The previous mouse "x" and "y" position. When the mouse has moved, the
int32 _oldY = MAX_VIDEO_Y >> 1; // position where the mouse sprite was last drawn is here.
};
bool gui_mouse_init();
void gui_mouse_shutdown();
bool mouse_set_sprite(int32 spriteNum);
void gui_mouse_refresh();
void mouse_hide();
void mouse_show();
void mouse_lock_sprite(int32 mouseNum);
void mouse_unlock_sprite();
} // End of namespace M4
#endif