scummvm/sword2/mouse.h
Torbjörn Andersson 3a43829b88 Moved the opcode functions into the Logic class.
svn-id: r10885
2003-10-18 08:11:50 +00:00

102 lines
2.5 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef MOUSE_H
#define MOUSE_H
#include "bs2/object.h"
namespace Sword2 {
#define TOTAL_mouse_list 50
#define MOUSE_normal 0
#define MOUSE_menu 1
#define MOUSE_drag 2
#define MOUSE_system_menu 3
#define MOUSE_holding 4
// mouse unit - like Object_mouse, but with anim resource & pc (needed if
// sprite is to act as mouse detection mask)
typedef struct {
// Top-left and bottom-right of mouse area. These coords are inclusive
int32 x1;
int32 y1;
int32 x2;
int32 y2;
int32 priority;
// type (or resource id?) of pointer used over this area
int32 pointer;
// up to here, this is basically a copy of the Object_mouse
// structure, but then we have...
// object id, used when checking mouse list
int32 id;
// resource id of animation file (if sprite to be used as mask) -
// otherwise 0
int32 anim_resource;
// current frame number of animation
int32 anim_pc;
// local id of text line to print when pointer highlights an object
int32 pointer_text;
} Mouse_unit;
extern uint32 cur_mouse;
extern Mouse_unit mouse_list[TOTAL_mouse_list];
extern uint32 mouse_touching;
extern uint32 mouse_mode;
extern uint8 examining_menu_icon;
// human 0 on/1 off
extern uint32 mouse_status;
// 0 not !0 mode cannot be changed from normal mouse to top menu (i.e. when
// carrying big objects)
extern uint32 mouse_mode_locked;
//last minute for pause mode
extern uint32 real_luggage_item;
void Reset_mouse_list(void);
void Normal_mouse(void);
void Menu_mouse(void);
void Drag_mouse(void);
void System_menu_mouse(void);
void Mouse_on_off(void);
uint32 Check_mouse_list(void);
void Mouse_engine(void);
void Set_mouse(uint32 res);
void Set_luggage(uint32 res);
void ClearPointerText(void);
} // End of namespace Sword2
#endif