mirror of
https://github.com/libretro/scummvm.git
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5a074e6137
svn-id: r10581
107 lines
2.6 KiB
C++
107 lines
2.6 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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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*
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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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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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//mouse stuff
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#ifndef MOUSE_H
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#define MOUSE_H
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#include "object.h"
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namespace Sword2 {
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#define TOTAL_mouse_list 50
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#define MOUSE_normal 0
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#define MOUSE_top 1
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#define MOUSE_drag 2
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#define MOUSE_system_menu 3
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#define MOUSE_holding 4
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// mouse unit - like Object_mouse, but with anim resource & pc (needed if
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// sprite is to act as mouse detection mask)
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typedef struct {
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// Top-left and bottom-right of mouse area. These coords are inclusive
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int32 x1;
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int32 y1;
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int32 x2;
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int32 y2;
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int32 priority;
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// type (or resource id?) of pointer used over this area
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int32 pointer;
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// up to here, this is basically a copy of the Object_mouse
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// structure, but then we have...
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// object id, used when checking mouse list
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int32 id;
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// resource id of animation file (if sprite to be used as mask) -
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// otherwise 0
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int32 anim_resource;
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// current frame number of animation
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int32 anim_pc;
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// local id of text line to print when pointer highlights an object
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int32 pointer_text;
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} Mouse_unit;
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extern uint32 cur_mouse;
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extern Mouse_unit mouse_list[TOTAL_mouse_list];
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extern uint32 mouse_touching;
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extern uint32 mouse_mode;
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extern uint8 examining_menu_icon;
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// human 0 on/1 off
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extern uint32 mouse_status;
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// 0 not !0 mode cannot be changed from normal mouse to top menu (i.e. when
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// carrying big objects)
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extern uint32 mouse_mode_locked;
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//last minute for pause mode
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extern uint32 real_luggage_item;
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void Reset_mouse_list(void);
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void Normal_mouse(void);
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void Top_menu_mouse(void);
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void Drag_mouse(void);
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void System_menu(void);
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void Mouse_on_off(void);
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uint32 Check_mouse_list(void);
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void Mouse_engine(void);
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void Set_mouse(uint32 res);
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void Set_luggage(uint32 res);
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int32 FN_no_human(int32 *params);
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int32 FN_add_human(int32 *params);
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void ClearPointerText(void);
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} // End of namespace Sword2
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#endif
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