scummvm/engines/nancy/cursor.h

114 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 NANCY_CURSOR_H
#define NANCY_CURSOR_H
#include "common/array.h"
#include "common/stream.h"
#include "graphics/managed_surface.h"
namespace Nancy {
class NancyEngine;
class CursorManager {
friend class NancyEngine;
public:
enum CursorType {
kNormal = 0, // Eyeglass (except in TVD), non-highlighted
kHotspot = 1, // Eyeglass (except in TVD), highlighted
kMove = 2, // Used for movement in early games
kExit = 3, // Used for movement, some games use it for exiting puzzles
kRotateCW = 4, // Used in puzzles only
kRotateCCW = 5, // Used in puzzles only
kMoveLeft = 6, // Used for movement, some games used it for turning in 360 scenes
kMoveRight = 7, // Used for movement, some games used it for turning in 360 scenes
kMoveForward = 8, // Used for movement
kMoveBackward = 9, // Used for movement, some games use it for exiting puzzles
kMoveUp = 10, // Used for movement
kMoveDown = 11, // Used for movement
kRotateLeft = 12, // Used in 360 scenes in nancy6 and up
kRotateRight = 13, // Used in 360 scenes in nancy6 and up
kInvertedRotateRight = 14, // Used in 360 scenes with inverted rotation; nancy6 and up
kInvertedRotateLeft = 15, // Used in 360 scenes with inverted rotation; nancy6 and up
kCustom1 = 16, // Custom cursors change between games; Likely used in puzzles
kCustom1Hotspot = 17,
kCustom2 = 18,
kCustom2Hotspot = 19,
kNormalArrow,
kHotspotArrow
};
CursorManager();
void init(Common::SeekableReadStream *chunkStream);
// Change the current cursor ID. Does not change the graphic
void setCursor(CursorType type, int16 itemID);
void setCursorType(CursorType type);
void setCursorItemID(int16 itemID);
void warpCursor(const Common::Point &pos);
// Change the cursor graphic. Should be called right before drawing to screen
void applyCursor();
const Common::Point &getCurrentCursorHotspot() { return _cursors[_curCursorID].hotspot;}
const Common::Rect &getPrimaryVideoInactiveZone() { return _primaryVideoInactiveZone; }
const Common::Point &getPrimaryVideoInitialPos() { return _primaryVideoInitialPos; }
const CursorType _puzzleExitCursor;
private:
void showCursor(bool shouldShow);
void adjustCursorHotspot();
struct Cursor {
Common::Rect bounds;
Common::Point hotspot;
};
// CURS data
Common::Array<Cursor> _cursors;
Common::Rect _primaryVideoInactiveZone;
Common::Point _primaryVideoInitialPos;
Graphics::ManagedSurface _invCursorsSurface;
Common::Point _warpedMousePos;
CursorType _curCursorType;
int16 _curItemID;
uint _curCursorID;
uint _lastCursorID;
bool _hasItem;
bool _isInitialized;
int _numCursorTypes;
};
} // End of namespace Nancy
#endif // NANCY_CURSOR_H