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7ec257ae3f
for the mouse stuff, but I need to think about that a bit more. I have a feeling the code could be cleaned up a bit anyway... svn-id: r11060
72 lines
1.9 KiB
C++
72 lines
1.9 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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#ifndef MOUSE_H
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#define MOUSE_H
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#include "sword2/object.h"
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#define TOTAL_mouse_list 50
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namespace Sword2 {
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enum {
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MOUSE_normal = 0, // normal in game
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MOUSE_menu = 1, // menu chooser
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MOUSE_drag = 2, // dragging luggage
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MOUSE_system_menu = 3, // system menu chooser
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MOUSE_holding = 4 // speech chooser
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};
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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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struct Mouse_unit {
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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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};
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} // End of namespace Sword2
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#endif
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