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@@ -1,316 +0,0 @@
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-/*
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- * CCursorHandler.cpp, part of VCMI engine
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- *
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- * Authors: listed in file AUTHORS in main folder
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- *
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- * License: GNU General Public License v2.0 or later
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- * Full text of license available in license.txt file, in main folder
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- *
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- */
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-#include "StdInc.h"
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-#include "CCursorHandler.h"
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-
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-#include <SDL.h>
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-
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-#include "SDL_Extensions.h"
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-#include "CGuiHandler.h"
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-#include "../widgets/Images.h"
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-
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-#include "../CMT.h"
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-
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-void CCursorHandler::clearBuffer()
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-{
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- CSDL_Ext::fillSurface(buffer, Colors::TRANSPARENT );
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-}
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-
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-void CCursorHandler::updateBuffer(CIntObject * payload)
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-{
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- payload->moveTo(Point(0,0));
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- payload->showAll(buffer);
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-
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- needUpdate = true;
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-}
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-
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-void CCursorHandler::replaceBuffer(CIntObject * payload)
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-{
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- clearBuffer();
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- updateBuffer(payload);
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-}
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-
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-CCursorHandler::CCursorHandler()
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- : needUpdate(true)
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- , buffer(nullptr)
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- , cursorLayer(nullptr)
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- , frameTime(0.f)
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- , showing(false)
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-{
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- cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);
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- SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);
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-
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- xpos = ypos = 0;
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- type = Cursor::Type::DEFAULT;
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- dndObject = nullptr;
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-
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- cursors =
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- {
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- std::make_unique<CAnimImage>("CRADVNTR", 0),
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- std::make_unique<CAnimImage>("CRCOMBAT", 0),
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- std::make_unique<CAnimImage>("CRDEFLT", 0),
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- std::make_unique<CAnimImage>("CRSPELL", 0)
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- };
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-
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- currentCursor = cursors.at(static_cast<size_t>(Cursor::Type::DEFAULT)).get();
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-
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- buffer = CSDL_Ext::newSurface(40,40);
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-
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- SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);
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- SDL_ShowCursor(SDL_DISABLE);
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-
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- set(Cursor::Map::POINTER);
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-}
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-
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-Point CCursorHandler::position() const
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-{
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- return Point(xpos, ypos);
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-}
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-
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-void CCursorHandler::changeGraphic(Cursor::Type type, size_t index)
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-{
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- assert(dndObject == nullptr);
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-
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- if(type != this->type)
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- {
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- this->type = type;
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- this->frame = index;
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- currentCursor = cursors.at(static_cast<size_t>(type)).get();
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- currentCursor->setFrame(index);
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- }
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- else if(index != this->frame)
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- {
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- this->frame = index;
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- currentCursor->setFrame(index);
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- }
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-
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- replaceBuffer(currentCursor);
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-}
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-
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-void CCursorHandler::set(Cursor::Default index)
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-{
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- changeGraphic(Cursor::Type::DEFAULT, static_cast<size_t>(index));
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-}
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-
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-void CCursorHandler::set(Cursor::Map index)
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-{
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- changeGraphic(Cursor::Type::ADVENTURE, static_cast<size_t>(index));
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-}
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-
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-void CCursorHandler::set(Cursor::Combat index)
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-{
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- changeGraphic(Cursor::Type::COMBAT, static_cast<size_t>(index));
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-}
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-
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-void CCursorHandler::set(Cursor::Spellcast index)
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-{
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- //Note: this is animated cursor, ignore specified frame and only change type
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- changeGraphic(Cursor::Type::SPELLBOOK, frame);
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-}
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-
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-void CCursorHandler::dragAndDropCursor(std::unique_ptr<CAnimImage> object)
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-{
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- dndObject = std::move(object);
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- if(dndObject)
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- replaceBuffer(dndObject.get());
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- else
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- replaceBuffer(currentCursor);
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-}
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-
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-void CCursorHandler::cursorMove(const int & x, const int & y)
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-{
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- xpos = x;
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- ypos = y;
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-}
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-
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-void CCursorHandler::shiftPos( int &x, int &y )
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-{
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- if(( type == Cursor::Type::COMBAT && frame != static_cast<size_t>(Cursor::Combat::POINTER)) || type == Cursor::Type::SPELLBOOK)
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- {
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- x-=16;
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- y-=16;
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-
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- // Properly align the melee attack cursors.
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- if (type == Cursor::Type::COMBAT)
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- {
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- switch (static_cast<Cursor::Combat>(frame))
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- {
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- case Cursor::Combat::HIT_NORTHEAST:
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- x -= 6;
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- y += 16;
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- break;
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- case Cursor::Combat::HIT_EAST:
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- x -= 16;
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- y += 10;
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- break;
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- case Cursor::Combat::HIT_SOUTHEAST:
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- x -= 6;
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- y -= 6;
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- break;
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- case Cursor::Combat::HIT_SOUTHWEST:
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- x += 16;
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- y -= 6;
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- break;
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- case Cursor::Combat::HIT_WEST:
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- x += 16;
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- y += 11;
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- break;
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- case Cursor::Combat::HIT_NORTHWEST:
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- x += 16;
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- y += 16;
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- break;
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- case Cursor::Combat::HIT_NORTH:
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- x += 9;
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- y += 16;
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- break;
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- case Cursor::Combat::HIT_SOUTH:
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- x += 9;
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- y -= 15;
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- break;
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- }
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- }
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- }
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- else if(type == Cursor::Type::ADVENTURE)
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- {
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- if (frame == 0)
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- {
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- //no-op
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- }
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- else if(frame == 2)
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- {
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- x -= 12;
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- y -= 10;
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- }
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- else if(frame == 3)
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- {
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- x -= 12;
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- y -= 12;
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- }
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- else if(frame < 27)
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- {
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- int hlpNum = (frame - 4)%6;
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- if(hlpNum == 0)
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- {
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- x -= 15;
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- y -= 13;
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- }
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- else if(hlpNum == 1)
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- {
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- x -= 13;
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- y -= 13;
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- }
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- else if(hlpNum == 2)
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- {
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- x -= 20;
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- y -= 20;
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- }
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- else if(hlpNum == 3)
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- {
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- x -= 13;
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- y -= 16;
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- }
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- else if(hlpNum == 4)
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- {
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- x -= 8;
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- y -= 9;
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- }
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- else if(hlpNum == 5)
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- {
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- x -= 14;
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- y -= 16;
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- }
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- }
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- else if(frame == 41)
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- {
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- x -= 14;
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- y -= 16;
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- }
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- else if(frame < 31 || frame == 42)
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- {
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- x -= 20;
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- y -= 20;
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- }
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- }
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-}
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-
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-void CCursorHandler::centerCursor()
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-{
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- this->xpos = static_cast<int>((screen->w / 2.) - (currentCursor->pos.w / 2.));
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- this->ypos = static_cast<int>((screen->h / 2.) - (currentCursor->pos.h / 2.));
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- SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
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- CSDL_Ext::warpMouse(this->xpos, this->ypos);
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- SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
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-}
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-
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-void CCursorHandler::render()
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-{
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- if(!showing)
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- return;
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-
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- if (type == Cursor::Type::SPELLBOOK)
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- {
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- static const float frameDisplayDuration = 0.1f;
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-
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- frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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- size_t newFrame = frame;
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-
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- while (frameTime > frameDisplayDuration)
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- {
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- frameTime -= frameDisplayDuration;
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- newFrame++;
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- }
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-
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- auto & animation = cursors.at(static_cast<size_t>(type));
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-
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- while (newFrame > animation->size())
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- newFrame -= animation->size();
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-
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- changeGraphic(Cursor::Type::SPELLBOOK, newFrame);
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- }
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-
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- //the must update texture in the main (renderer) thread, but changes to cursor type may come from other threads
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- updateTexture();
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-
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- int x = xpos;
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- int y = ypos;
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- shiftPos(x, y);
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-
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- if(dndObject)
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- {
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- x -= dndObject->pos.w/2;
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- y -= dndObject->pos.h/2;
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- }
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-
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- SDL_Rect destRect;
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- destRect.x = x;
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- destRect.y = y;
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- destRect.w = 40;
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- destRect.h = 40;
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-
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- SDL_RenderCopy(mainRenderer, cursorLayer, nullptr, &destRect);
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-}
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-
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-void CCursorHandler::updateTexture()
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-{
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- if(needUpdate)
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- {
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- SDL_UpdateTexture(cursorLayer, nullptr, buffer->pixels, buffer->pitch);
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- needUpdate = false;
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- }
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-}
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-
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-CCursorHandler::~CCursorHandler()
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-{
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- if(buffer)
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- SDL_FreeSurface(buffer);
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-
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- if(cursorLayer)
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- SDL_DestroyTexture(cursorLayer);
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-}
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