scummvm/engines/mohawk/riven_cursors.h
Matthew Hoops 30080c7e07 MOHAWK: Add initial work on the Riven marble puzzle
The marbles are currently drawn, and you can pick them up, but you can not place them on the grid yet.

svn-id: r52661
2010-09-09 17:27:02 +00:00

671 lines
21 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
namespace Mohawk {
//////////////////////////////////////////////
// Cursors and Cursor Palettes
//////////////////////////////////////////////
////////////////////////////////////////
// Zip Mode Cursor (16x16):
// Shown when a zip mode spot is active
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Yellow (0xDCFF00)
////////////////////////////////////////
static const byte s_zipModeCursor[] = {
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 2, 1, 1, 2, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 2, 2, 1, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 2, 2, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 2, 2, 1, 1, 2, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1
};
////////////////////////////////////////
// Zip Mode Cursor Palette:
// Palette For The Zip Mode Cursor
////////////////////////////////////////
static const byte s_zipModeCursorPalette[] = {
0x00, 0x00, 0x00, 0x00, // Black
0xDC, 0xFF, 0x00, 0x00, // Yellow
};
////////////////////////////////////////
// Hand Over Object Cursor (16x16):
// Shown when over a hotspot that's interactive
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_objectHandCursor[] = {
0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 1, 2, 3, 1, 1, 1, 0, 0, 0, 0,
0, 0, 1, 2, 3, 1, 1, 2, 3, 1, 2, 3, 1, 0, 0, 0,
0, 0, 1, 2, 3, 1, 1, 4, 3, 1, 2, 3, 1, 0, 1, 0,
0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 4, 3, 1, 1, 2, 1,
0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1,
0, 1, 1, 0, 1, 2, 2, 2, 2, 2, 2, 3, 1, 2, 3, 1,
1, 2, 2, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 2, 1,
1, 3, 4, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1, 0,
0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0,
0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1, 0,
0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0,
0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0, 0,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0
};
////////////////////////////////////////
// Grabbing Hand Cursor (13x13):
// Shown when interacting with an object
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_grabbingHandCursor[] = {
0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 1, 2, 3, 1, 1, 1, 0, 0, 0,
0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 1, 0,
0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 2, 1,
0, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 1,
1, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1,
1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1,
1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0,
0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0,
0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0,
0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0,
0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0
};
////////////////////////////////////////
// Standard Hand Cursor (15x16):
// Standard Cursor
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_standardHandCursor[] = {
0, 0, 0, 0, 0, 0, 1, 1, 0, 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, 1, 2, 3, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
0, 1, 1, 0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 0, 0,
1, 4, 2, 1, 0, 1, 2, 4, 1, 4, 1, 4, 1, 1, 1,
0, 1, 3, 2, 1, 1, 2, 4, 1, 4, 1, 4, 1, 4, 1,
0, 0, 1, 4, 2, 1, 2, 2, 4, 2, 4, 2, 1, 4, 1,
0, 0, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1,
0, 0, 0, 1, 4, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0
};
////////////////////////////////////////
// Pointing Left Cursor (15x13):
// Cursor When Over A Hotspot That Allows You To Move Left
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_pointingLeftCursor[] = {
0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0,
0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1,
1, 4, 2, 2, 2, 2, 1, 2, 3, 2, 2, 2, 4, 4, 4,
1, 4, 4, 4, 4, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2,
0, 1, 1, 1, 1, 1, 1, 2, 1, 3, 3, 4, 2, 2, 2,
0, 0, 0, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 2, 2,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1,
0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0
};
////////////////////////////////////////
// Pointing Right Cursor (15x13):
// Cursor When Over A Hotspot That Allows You To Move Right
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_pointingRightCursor[] = {
0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0,
1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0,
4, 4, 4, 2, 2, 2, 3, 2, 1, 4, 4, 4, 4, 4, 1,
2, 2, 2, 2, 4, 3, 1, 2, 1, 2, 2, 2, 2, 4, 1,
2, 2, 2, 4, 3, 3, 1, 2, 1, 1, 1, 1, 1, 1, 0,
2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 0, 0, 0,
2, 2, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0,
2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0
};
////////////////////////////////////////
// Pointing Down Cursor (Palm Up)(13x16):
// Cursor When Over A Hotspot That Allows You To Move Down
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_pointingDownCursorPalmUp[] = {
0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0,
0, 0, 1, 4, 2, 2, 4, 2, 2, 2, 4, 1, 0,
0, 1, 3, 4, 2, 2, 4, 4, 4, 4, 4, 1, 0,
0, 1, 4, 2, 2, 4, 3, 3, 3, 1, 1, 1, 1,
1, 2, 2, 2, 4, 3, 3, 1, 1, 2, 1, 2, 1,
1, 2, 2, 2, 3, 3, 3, 4, 1, 2, 1, 2, 1,
1, 2, 2, 3, 1, 1, 1, 2, 1, 2, 1, 2, 1,
1, 3, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1,
0, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1,
0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0
};
////////////////////////////////////////
// Pointing Up Cursor (Palm Up)(13x16):
// Cursor When Over A Hotspot That Allows You To Move Up
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_pointingUpCursorPalmUp[] = {
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 1, 1, 1, 1, 1, 1, 2, 4, 1, 0, 0,
1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 0,
1, 2, 1, 2, 1, 2, 1, 2, 2, 2, 2, 3, 1,
1, 2, 1, 2, 1, 2, 1, 1, 1, 3, 2, 2, 1,
1, 2, 1, 2, 1, 4, 3, 3, 3, 2, 2, 2, 1,
1, 2, 1, 2, 1, 1, 3, 3, 4, 2, 2, 2, 1,
1, 1, 1, 1, 3, 3, 3, 4, 2, 2, 4, 1, 0,
0, 1, 4, 4, 4, 4, 4, 2, 2, 4, 3, 1, 0,
0, 1, 4, 2, 2, 2, 4, 2, 2, 4, 1, 0, 0,
0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0
};
////////////////////////////////////////
// Pointing Left Cursor (Bent)(15x13):
// Cursor When Over A Hotspot That Allows You To Turn Left 180 Degrees
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_pointingLeftCursorBent[] = {
0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0,
0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1,
1, 3, 2, 4, 4, 2, 1, 2, 3, 3, 2, 2, 4, 4, 4,
1, 2, 4, 3, 3, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2,
1, 4, 4, 1, 1, 1, 1, 2, 1, 1, 3, 4, 2, 2, 2,
1, 1, 1, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 3, 2,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1,
0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0
};
////////////////////////////////////////
// Pointing Right Cursor (Bent)(15x13):
// Cursor When Over A Hotspot That Allows You To Turn Right 180 Degrees
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_pointingRightCursorBent[] = {
0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0,
1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0,
4, 4, 4, 2, 2, 3, 3, 2, 1, 2, 4, 4, 2, 3, 1,
2, 2, 2, 2, 4, 3, 1, 2, 1, 4, 3, 3, 4, 2, 1,
2, 2, 2, 4, 3, 1, 1, 2, 1, 1, 1, 1, 4, 4, 1,
2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 1, 1, 1,
2, 3, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0,
2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0
};
////////////////////////////////////////
// Pointing Down Cursor (Palm Down)(15x16):
// Similar to Standard Cursor
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte s_pointingDownCursorPalmDown[] = {
0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
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,
1, 3, 2, 3, 2, 2, 2, 2, 2, 1, 2, 4, 1, 0, 0,
1, 4, 1, 2, 2, 3, 2, 3, 2, 1, 2, 4, 1, 0, 0,
1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 1, 2, 3, 1, 0,
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
};
////////////////////////////////////////
// Hand Cursor Palette:
// Palette For All Hand Cursors
////////////////////////////////////////
static const byte s_handCursorPalette[] = {
0x00, 0x00, 0x00, 0x00, // Black
0xED, 0xCD, 0x96, 0x00, // Light Peach
0x8A, 0x67, 0x2F, 0x00, // Brown
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 s_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 s_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
};
////////////////////////////////////////
// Red Marble Cursor (12x12):
// Cursor When Holding The Red Marble
////////////////////////////////////////
static const byte s_redMarbleCursor[] = {
0, 0, 0, 0, 1, 2, 2, 2, 0, 0, 0, 0,
0, 0, 3, 4, 2, 5, 2, 2, 2, 2, 0, 0,
0, 6, 1, 1, 2, 2, 5, 2, 2, 2, 2, 0,
0, 6, 3, 4, 5, 2, 2, 7, 8, 5, 2, 0,
9, 6, 10,11,2, 2, 2, 12,13,2, 2, 2,
14,10,6, 4, 1, 2, 8, 2, 2, 5, 2, 2,
15,16,6, 3, 1, 2, 2, 2, 2, 2, 2, 5,
17,9,18, 3, 4, 4, 4, 5, 2, 5, 1, 2,
0, 16,9, 6, 6, 19,1, 20,1, 4, 11,0,
0, 17,15,18,9, 10,6, 10,3, 21,4, 0,
0, 0, 18,15,9, 18,6, 22,10,23,0, 0,
0, 0, 0, 0, 15,15,16,9, 0, 0, 0, 0
};
////////////////////////////////////////
// Red Marble Cursor Palette:
// Palette For The Red Marble Cursor
////////////////////////////////////////
static const byte s_redMarbleCursorPalette[] = {
0xb8, 0x33, 0x32, 0x00,
0xe5, 0x33, 0x31, 0x00,
0x98, 0x06, 0x00, 0x00,
0xb8, 0x00, 0x34, 0x00,
0xe6, 0x00, 0x34, 0x00,
0x7a, 0x04, 0x00, 0x00,
0xe8, 0x9a, 0x62, 0x00,
0xea, 0x31, 0x67, 0x00,
0x6a, 0x03, 0x00, 0x00,
0x8c, 0x00, 0x35, 0x00,
0xb6, 0x36, 0x00, 0x00,
0xed, 0xcd, 0x96, 0x00,
0xe9, 0x66, 0x65, 0x00,
0x5b, 0x35, 0x00, 0x00,
0x5b, 0x02, 0x00, 0x00,
0x5f, 0x00, 0x35, 0x00,
0x4c, 0x01, 0x00, 0x00,
0x5e, 0x33, 0x33, 0x00,
0x89, 0x05, 0x00, 0x00,
0xb6, 0x08, 0x00, 0x00,
0xa7, 0x07, 0x00, 0x00,
0x88, 0x36, 0x00, 0x00,
0x8b, 0x33, 0x33, 0x00
};
////////////////////////////////////////
// Orange Marble Cursor (12x12):
// Cursor When Holding The Orange Marble
////////////////////////////////////////
static const byte s_orangeMarbleCursor[] = {
0, 0, 0, 0, 1, 2, 2, 3, 0, 0, 0, 0,
0, 0, 4, 5, 2, 2, 3, 3, 3, 3, 0, 0,
0, 6, 7, 4, 2, 1, 2, 2, 3, 3, 3, 0,
0, 6, 6, 7, 1, 2, 3, 8, 9, 2, 10,0,
11,12,7, 4, 2, 3, 3, 13,9, 2, 2, 1,
14,15,6, 4, 2, 16,3, 3, 2, 1, 1, 1,
14,14,12,17,4, 2, 2, 1, 2, 1, 2, 1,
14,18,12,6, 4, 4, 4, 19,2, 19,20,4,
0, 14,14,15,6, 15,6, 4, 4, 4, 4, 0,
0, 14,11,14,14,12,12,12,17,6, 17,0,
0, 0, 14,14,17,14,17,6, 6, 17,0, 0,
0, 0, 0, 0, 14,11,14,11,0, 0, 0, 0
};
////////////////////////////////////////
// Orange Marble Cursor Palette:
// Palette For The Orange Marble Cursor
////////////////////////////////////////
static const byte s_orangeMarbleCursorPalette[] = {
0xe1, 0x9e, 0x00, 0x00,
0xe3, 0x9b, 0x28, 0x00,
0xe2, 0xcf, 0x20, 0x00,
0xb5, 0x6a, 0x00, 0x00,
0xb6, 0x9b, 0x29, 0x00,
0x87, 0x69, 0x00, 0x00,
0xb7, 0x67, 0x2f, 0x00,
0xe9, 0xff, 0x93, 0x00,
0xe1, 0xff, 0x5a, 0x00,
0xe0, 0xd0, 0x00, 0x00,
0x5e, 0x33, 0x33, 0x00,
0x88, 0x36, 0x00, 0x00,
0xf3, 0xff, 0xc9, 0x00,
0x5b, 0x35, 0x00, 0x00,
0x8b, 0x33, 0x33, 0x00,
0xe6, 0xce, 0x5f, 0x00,
0x8a, 0x67, 0x2f, 0x00,
0x5d, 0x67, 0x30, 0x00,
0xe2, 0x6a, 0x00, 0x00,
0xb3, 0x9d, 0x00, 0x00
};
////////////////////////////////////////
// Yellow Marble Cursor (12x12):
// Cursor When Holding The Yellow Marble
////////////////////////////////////////
static const byte s_yellowMarbleCursor[] = {
0, 0, 0, 0, 1, 1, 1, 2, 0, 0, 0, 0,
0, 0, 3, 4, 1, 1, 1, 5, 6, 6, 0, 0,
0, 3, 3, 7, 1, 1, 1, 1, 2, 1, 6, 0,
0, 3, 3, 3, 3, 1, 1, 8, 6, 1, 6, 0,
9, 9, 3, 3, 1, 1, 2, 10,8, 1, 1, 2,
11,9, 3, 3, 1, 1, 1, 1, 1, 1, 5, 1,
9, 9, 12,3, 3, 1, 1, 1, 1, 1, 1, 1,
9, 9, 9, 3, 3, 3, 3, 3, 1, 1, 1, 1,
0, 11,9, 9, 12,3, 3, 3, 3, 3, 3, 0,
0, 9, 9, 13,9, 14,12,3, 3, 3, 3, 0,
0, 0, 9, 9, 9, 12,14,3, 13,3, 0, 0,
0, 0, 0, 0, 11,9, 11,9, 0, 0, 0, 0
};
////////////////////////////////////////
// Yellow Marble Cursor Palette:
// Palette For The Yellow Marble Cursor
////////////////////////////////////////
static const byte s_yellowMarbleCursorPalette[] = {
0xb3, 0xd0, 0x00, 0x00,
0xb0, 0xff, 0x00, 0x00,
0x86, 0x9c, 0x00, 0x00,
0x87, 0xd0, 0x00, 0x00,
0xe0, 0xd0, 0x00, 0x00,
0xdc, 0xff, 0x00, 0x00,
0xb3, 0x9d, 0x00, 0x00,
0xdc, 0xff, 0x11, 0x00,
0x5a, 0x68, 0x00, 0x00,
0xe1, 0xff, 0x5a, 0x00,
0x5d, 0x67, 0x30, 0x00,
0x87, 0x69, 0x00, 0x00,
0x88, 0x9b, 0x2a, 0x00,
0x5a, 0x9c, 0x00, 0x00
};
////////////////////////////////////////
// Green Marble Cursor (12x12):
// Cursor When Holding The Green Marble
////////////////////////////////////////
static const byte s_greenMarbleCursor[] = {
0, 0, 0, 0, 1, 2, 3, 3, 0, 0, 0, 0,
0, 0, 4, 5, 2, 1, 2, 3, 6, 6, 0, 0,
0, 7, 5, 8, 8, 1, 1, 2, 3, 6, 6, 0,
0, 7, 7, 4, 8, 1, 2, 9, 6, 2, 6, 0,
10,7, 7, 4, 1, 2, 3, 11,12,2, 2, 3,
13,13,7, 4, 1, 2, 3, 2, 1, 2, 2, 3,
14,13,7, 7, 5, 1, 1, 8, 2, 1, 1, 2,
15,16,13,7, 4, 4, 5, 5, 1, 8, 1, 1,
0, 15,13,7, 7, 7, 4, 4, 4, 5, 8, 0,
0, 14,16,15,13, 7, 7, 7, 4,17,5, 0,
0, 0, 10,16,13,13,13,17,18,17,0, 0,
0, 0, 0, 0, 15,10,19,10,0, 0, 0, 0
};
////////////////////////////////////////
// Green Marble Cursor Palette:
// Palette For The Green Marble Cursor
////////////////////////////////////////
static const byte s_greenMarbleCursorPalette[] = {
0x0e, 0xd0, 0x00, 0x00,
0x0f, 0xe1, 0x00, 0x00,
0x10, 0xf2, 0x00, 0x00,
0x0b, 0x9c, 0x00, 0x00,
0x0c, 0xad, 0x00, 0x00,
0x11, 0xff, 0x00, 0x00,
0x09, 0x8a, 0x00, 0x00,
0x0d, 0xbe, 0x00, 0x00,
0x30, 0xff, 0x5a, 0x00,
0x0d, 0x67, 0x30, 0x00,
0x6b, 0xff, 0x92, 0x00,
0x00, 0xff, 0x28, 0x00,
0x08, 0x79, 0x00, 0x00,
0x05, 0x57, 0x00, 0x00,
0x30, 0x67, 0x30, 0x00,
0x06, 0x68, 0x00, 0x00,
0x00, 0x9b, 0x2c, 0x00,
0x2e, 0x9c, 0x00, 0x00,
0x2e, 0x68, 0x00, 0x00
};
////////////////////////////////////////
// Blue Marble Cursor (12x12):
// Cursor When Holding The Blue Marble
////////////////////////////////////////
static const byte s_blueMarbleCursor[] = {
0, 0, 0, 0, 1, 2, 3, 3, 0, 0, 0, 0,
0, 0, 4, 5, 2, 2, 6, 3, 7, 3, 0, 0,
0, 8, 9, 5, 10,11,2, 6, 3, 3, 7, 0,
0, 12,13,9, 10,11,6, 14,7, 6, 3, 0,
15,8, 4, 13,2, 6, 3, 16,17,6, 6, 3,
18,15,19,13,10,7, 3, 6, 2, 2, 6, 7,
20,8, 18,4, 21,11,2, 10,6, 2, 2, 2,
15,15,18,8, 13,9, 21,5, 11,10,2, 1,
0, 8, 15,19,15,13,13,21,21,5, 9, 0,
0, 22,20,15, 8,19,15,19,4, 9, 4, 0,
0, 0, 15,20,15,15,19,15,9, 15,0, 0,
0, 0, 0, 0, 20,15, 8,15,0, 0, 0, 0
};
////////////////////////////////////////
// Blue Marble Cursor Palette:
// Palette For The Blue Marble Cursor
////////////////////////////////////////
static const byte s_blueMarbleCursorPalette[] = {
0x6b, 0x00, 0xd2, 0x00,
0x66, 0x00, 0xe3, 0x00,
0x72, 0x00, 0xff, 0x00,
0x53, 0x2d, 0x9d, 0x00,
0x4e, 0x00, 0xaf, 0x00,
0x6d, 0x00, 0xf5, 0x00,
0x7d, 0x00, 0xff, 0x00,
0x44, 0x00, 0x69, 0x00,
0x56, 0x00, 0x9d, 0x00,
0x56, 0x00, 0xc0, 0x00,
0x5e, 0x00, 0xd2, 0x00,
0x2b, 0x31, 0x68, 0x00,
0x3f, 0x00, 0x8c, 0x00,
0x91, 0x22, 0xff, 0x00,
0x41, 0x31, 0x68, 0x00,
0xd7, 0x95, 0xff, 0x00,
0x77, 0x22, 0xff, 0x00,
0x2f, 0x00, 0x69, 0x00,
0x37, 0x00, 0x7a, 0x00,
0x27, 0x00, 0x58, 0x00,
0x46, 0x00, 0x9d, 0x00,
0x33, 0x33, 0x33, 0x00
};
////////////////////////////////////////
// Violet Marble Cursor (12x12):
// Cursor When Holding The Violet Marble
////////////////////////////////////////
static const byte s_violetMarbleCursor[] = {
0, 0, 0, 0, 1, 1, 1, 2, 0, 0, 0, 0,
0, 0, 3, 3, 1, 1, 1, 4, 2, 4, 0, 0,
0, 3, 3, 3, 1, 5, 1, 1, 4, 2, 4, 0,
0, 3, 3, 3, 3, 1, 1, 6, 4, 1, 2, 0,
3, 7, 8, 3, 1, 1, 4, 9, 4, 1, 1, 4,
8, 7, 8, 3, 10,4, 1, 1, 1, 1, 4, 1,
8, 3, 8, 7, 3, 1, 1, 5, 1, 1, 1, 1,
7, 7, 11,3, 3, 3, 3, 3, 1, 3, 1, 1,
0, 8, 7, 7, 8, 8, 7, 3, 3, 3, 1, 0,
0, 7, 8, 3, 11,7, 3, 11,3, 10,3, 0,
0, 0, 8, 7, 3, 3, 7, 3, 3, 3, 0, 0,
0, 0, 0, 0, 8, 7, 11,3, 0, 0, 0, 0
};
////////////////////////////////////////
// Violet Marble Cursor Palette:
// Palette For The Violet Marble Cursor
////////////////////////////////////////
static const byte s_violetMarbleCursorPalette[] = {
0xaa, 0x00, 0xd1, 0x00,
0xd8, 0x00, 0xff, 0x00,
0x76, 0x00, 0x9d, 0x00,
0xb5, 0x00, 0xff, 0x00,
0x87, 0x00, 0xd2, 0x00,
0xd7, 0x22, 0xff, 0x00,
0x68, 0x00, 0x69, 0x00,
0x44, 0x00, 0x69, 0x00,
0xd7, 0x5e, 0xff, 0x00,
0x9c, 0x00, 0x9d, 0x00,
0x56, 0x00, 0x9d, 0x00
};
} // End of namespace Mohawk