mirror of
https://github.com/libretro/scummvm.git
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aed02365ec
svn-id: r47541
405 lines
14 KiB
C++
405 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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namespace Mohawk {
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//////////////////////////////////////////////
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// Cursors and Cursor Palettes
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//////////////////////////////////////////////
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////////////////////////////////////////
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// Zip Mode Cursor (16x16):
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// Shown when a zip mode spot is active
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Yellow (0xDCFF00)
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////////////////////////////////////////
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static const byte zipModeCursor[] = {
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 1, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 2, 1, 1, 2, 2, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 2, 2, 1, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 2, 2, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 1, 2, 2, 1, 1, 2, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 1, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1
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};
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////////////////////////////////////////
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// Zip Mode Cursor Palette:
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// Palette For The Zip Mode Cursor
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////////////////////////////////////////
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static const byte zipModeCursorPalette[] = {
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0x00, 0x00, 0x00, 0x00, // Black
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0xDC, 0xFF, 0x00, 0x00, // Yellow
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};
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////////////////////////////////////////
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// Hand Over Object Cursor (16x16):
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// Shown when over a hotspot that's interactive
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte objectHandCursor[] = {
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0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 0, 1, 2, 3, 1, 1, 1, 0, 0, 0, 0,
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0, 0, 1, 2, 3, 1, 1, 2, 3, 1, 2, 3, 1, 0, 0, 0,
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0, 0, 1, 2, 3, 1, 1, 4, 3, 1, 2, 3, 1, 0, 1, 0,
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0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 4, 3, 1, 1, 2, 1,
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0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1,
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0, 1, 1, 0, 1, 2, 2, 2, 2, 2, 2, 3, 1, 2, 3, 1,
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1, 2, 2, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 2, 1,
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1, 3, 4, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1, 0,
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0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0,
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0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1, 0,
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0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0,
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0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0, 0,
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0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0
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};
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////////////////////////////////////////
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// Grabbing Hand Cursor (13x13):
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// Shown when interacting with an object
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte grabbingHandCursor[] = {
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0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 1, 1, 2, 3, 1, 1, 1, 0, 0, 0,
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0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 1, 0,
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0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 2, 1,
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0, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 1,
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1, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1,
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1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
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1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1,
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1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0,
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0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0,
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0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0,
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0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0,
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0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0
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};
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////////////////////////////////////////
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// Standard Hand Cursor (15x16):
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// Standard Cursor
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte standardHandCursor[] = {
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0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 3, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
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0, 1, 1, 0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 0, 0,
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1, 4, 2, 1, 0, 1, 2, 4, 1, 4, 1, 4, 1, 1, 1,
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0, 1, 3, 2, 1, 1, 2, 4, 1, 4, 1, 4, 1, 4, 1,
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0, 0, 1, 4, 2, 1, 2, 2, 4, 2, 4, 2, 1, 4, 1,
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0, 0, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1,
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0, 0, 0, 1, 4, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
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0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
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0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 0,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0
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};
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////////////////////////////////////////
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// Pointing Left Cursor (15x13):
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// Cursor When Over A Hotspot That Allows You To Move Left
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte pointingLeftCursor[] = {
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0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1,
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1, 4, 2, 2, 2, 2, 1, 2, 3, 2, 2, 2, 4, 4, 4,
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1, 4, 4, 4, 4, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2,
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0, 1, 1, 1, 1, 1, 1, 2, 1, 3, 3, 4, 2, 2, 2,
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0, 0, 0, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 2, 2,
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0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4,
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0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1,
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0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0,
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0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0
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};
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////////////////////////////////////////
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// Pointing Right Cursor (15x13):
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// Cursor When Over A Hotspot That Allows You To Move Right
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte pointingRightCursor[] = {
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0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0,
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1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0,
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4, 4, 4, 2, 2, 2, 3, 2, 1, 4, 4, 4, 4, 4, 1,
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2, 2, 2, 2, 4, 3, 1, 2, 1, 2, 2, 2, 2, 4, 1,
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2, 2, 2, 4, 3, 3, 1, 2, 1, 1, 1, 1, 1, 1, 0,
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2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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2, 2, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0
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};
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////////////////////////////////////////
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// Pointing Down Cursor (Palm Up)(13x16):
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// Cursor When Over A Hotspot That Allows You To Move Down
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte pointingDownCursorPalmUp[] = {
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0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0,
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0, 0, 1, 4, 2, 2, 4, 2, 2, 2, 4, 1, 0,
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0, 1, 3, 4, 2, 2, 4, 4, 4, 4, 4, 1, 0,
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0, 1, 4, 2, 2, 4, 3, 3, 3, 1, 1, 1, 1,
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1, 2, 2, 2, 4, 3, 3, 1, 1, 2, 1, 2, 1,
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1, 2, 2, 2, 3, 3, 3, 4, 1, 2, 1, 2, 1,
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1, 2, 2, 3, 1, 1, 1, 2, 1, 2, 1, 2, 1,
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1, 3, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1,
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0, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1,
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0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 1, 0, 0,
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0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0
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};
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////////////////////////////////////////
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// Pointing Up Cursor (Palm Up)(13x16):
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// Cursor When Over A Hotspot That Allows You To Move Up
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte pointingUpCursorPalmUp[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
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0, 0, 1, 1, 1, 1, 1, 1, 2, 4, 1, 0, 0,
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1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 0,
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1, 2, 1, 2, 1, 2, 1, 2, 2, 2, 2, 3, 1,
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1, 2, 1, 2, 1, 2, 1, 1, 1, 3, 2, 2, 1,
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1, 2, 1, 2, 1, 4, 3, 3, 3, 2, 2, 2, 1,
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1, 2, 1, 2, 1, 1, 3, 3, 4, 2, 2, 2, 1,
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1, 1, 1, 1, 3, 3, 3, 4, 2, 2, 4, 1, 0,
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0, 1, 4, 4, 4, 4, 4, 2, 2, 4, 3, 1, 0,
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0, 1, 4, 2, 2, 2, 4, 2, 2, 4, 1, 0, 0,
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0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0
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};
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////////////////////////////////////////
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// Pointing Left Cursor (Bent)(15x13):
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// Cursor When Over A Hotspot That Allows You To Turn Left 180 Degrees
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte pointingLeftCursorBent[] = {
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0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1,
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1, 3, 2, 4, 4, 2, 1, 2, 3, 3, 2, 2, 4, 4, 4,
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1, 2, 4, 3, 3, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2,
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1, 4, 4, 1, 1, 1, 1, 2, 1, 1, 3, 4, 2, 2, 2,
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1, 1, 1, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 3, 2,
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0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2,
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0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4,
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0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1,
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0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0,
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0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0
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};
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////////////////////////////////////////
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// Pointing Right Cursor (Bent)(15x13):
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// Cursor When Over A Hotspot That Allows You To Turn Right 180 Degrees
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte pointingRightCursorBent[] = {
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0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0,
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1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0,
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4, 4, 4, 2, 2, 3, 3, 2, 1, 2, 4, 4, 2, 3, 1,
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2, 2, 2, 2, 4, 3, 1, 2, 1, 4, 3, 3, 4, 2, 1,
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2, 2, 2, 4, 3, 1, 1, 2, 1, 1, 1, 1, 4, 4, 1,
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2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 1, 1, 1,
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2, 3, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0
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};
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////////////////////////////////////////
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// Pointing Down Cursor (Palm Down)(15x16):
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// Similar to Standard Cursor
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//
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// 0 = Transparent
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// 1 = Black (0x000000)
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// 2 = Light Peach (0xEDCD96)
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// 3 = Brown (0x8A672F)
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// 4 = Dark Peach (0xE89A62)
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////////////////////////////////////////
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static const byte pointingDownCursorPalmDown[] = {
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0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
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|
0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
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|
1, 3, 4, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
|
|
1, 3, 4, 2, 2, 2, 2, 2, 2, 2, 4, 1, 0, 0, 0,
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|
1, 3, 2, 3, 2, 2, 2, 2, 2, 1, 2, 4, 1, 0, 0,
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|
1, 4, 1, 2, 2, 3, 2, 3, 2, 1, 2, 4, 1, 0, 0,
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|
1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 1, 2, 3, 1, 0,
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|
0, 1, 1, 4, 1, 4, 1, 4, 2, 1, 0, 1, 2, 4, 1,
|
|
0, 0, 1, 1, 1, 1, 1, 4, 2, 1, 0, 0, 1, 1, 0,
|
|
0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 1, 4, 2, 1, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 1, 4, 2, 1, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 1, 3, 2, 1, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0
|
|
};
|
|
|
|
////////////////////////////////////////
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|
// Hand Cursor Palette:
|
|
// Palette For All Hand Cursors
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|
////////////////////////////////////////
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static const byte handCursorPalette[] = {
|
|
0x00, 0x00, 0x00, 0x00, // Black
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|
0xED, 0xCD, 0x96, 0x00, // Light Peach
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|
0x8A, 0x67, 0x2F, 0x00, // Brown
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|
0xE8, 0x9A, 0x62, 0x00 // Dark Peach
|
|
};
|
|
|
|
|
|
////////////////////////////////////////
|
|
// Pellet Cursor (8x8):
|
|
// Cursor When Using The Pellet In The Frog Trap
|
|
//
|
|
// 0 = Transparent
|
|
// 1 = Light Olive Green (0x5D6730)
|
|
// 2 = Maroon (0x5E3333)
|
|
// 3 = Light Gray (0x555555)
|
|
// 4 = Medium Gray (0x444444)
|
|
// 5 = Dark Gray (0x333333)
|
|
// 6 = Dark Green (0x2D3300)
|
|
// 7 = Darkest Gray (0x222222)
|
|
////////////////////////////////////////
|
|
static const byte pelletCursor[] = {
|
|
0, 0, 1, 1, 2, 3, 0, 0,
|
|
0, 2, 1, 4, 1, 2, 5, 0,
|
|
4, 1, 4, 1, 2, 1, 5, 4,
|
|
4, 2, 1, 2, 1, 1, 2, 6,
|
|
6, 4, 2, 1, 4, 4, 1, 5,
|
|
5, 6, 5, 2, 1, 2, 4, 4,
|
|
0, 7, 5, 5, 4, 2, 5, 0,
|
|
0, 0, 5, 6, 6, 5, 0, 0
|
|
};
|
|
|
|
////////////////////////////////////////
|
|
// Pellet Cursor Palette:
|
|
// Palette For The Pellet Cursor
|
|
////////////////////////////////////////
|
|
static const byte pelletCursorPalette[] = {
|
|
0x5D, 0x67, 0x30, 0x00,
|
|
0x5E, 0x33, 0x33, 0x00,
|
|
0x55, 0x55, 0x55, 0x00,
|
|
0x44, 0x44, 0x44, 0x00,
|
|
0x33, 0x33, 0x33, 0x00,
|
|
0x2D, 0x33, 0x00, 0x00,
|
|
0x22, 0x22, 0x22, 0x00
|
|
};
|
|
|
|
} // End of namespace Mohawk
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