| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317 | /* * CCursorHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CCursorHandler.h"#include <SDL.h>#include "SDL_Extensions.h"#include "CGuiHandler.h"#include "../widgets/Images.h"#include "../CMT.h"void CCursorHandler::clearBuffer(){	Uint32 fillColor = SDL_MapRGBA(buffer->format, 0, 0, 0, 0);	CSDL_Ext::fillRect(buffer, nullptr, fillColor);}void CCursorHandler::updateBuffer(CIntObject * payload){	payload->moveTo(Point(0,0));	payload->showAll(buffer);	needUpdate = true;}void CCursorHandler::replaceBuffer(CIntObject * payload){	clearBuffer();	updateBuffer(payload);}CCursorHandler::CCursorHandler()	: needUpdate(true)	, buffer(nullptr)	, cursorLayer(nullptr)	, frameTime(0.f)	, showing(false){	cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);	SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);	xpos = ypos = 0;	type = Cursor::Type::DEFAULT;	dndObject = nullptr;	cursors =	{		std::make_unique<CAnimImage>("CRADVNTR", 0),		std::make_unique<CAnimImage>("CRCOMBAT", 0),		std::make_unique<CAnimImage>("CRDEFLT",  0),		std::make_unique<CAnimImage>("CRSPELL",  0)	};	currentCursor = cursors.at(static_cast<size_t>(Cursor::Type::DEFAULT)).get();	buffer = CSDL_Ext::newSurface(40,40);	SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);	SDL_ShowCursor(SDL_DISABLE);	set(Cursor::Map::POINTER);}Point CCursorHandler::position() const{	return Point(xpos, ypos);}void CCursorHandler::changeGraphic(Cursor::Type type, size_t index){	assert(dndObject == nullptr);	if(type != this->type)	{		this->type = type;		this->frame = index;		currentCursor = cursors.at(static_cast<size_t>(type)).get();		currentCursor->setFrame(index);	}	else if(index != this->frame)	{		this->frame = index;		currentCursor->setFrame(index);	}	replaceBuffer(currentCursor);}void CCursorHandler::set(Cursor::Default index){	changeGraphic(Cursor::Type::DEFAULT, static_cast<size_t>(index));}void CCursorHandler::set(Cursor::Map index){	changeGraphic(Cursor::Type::ADVENTURE, static_cast<size_t>(index));}void CCursorHandler::set(Cursor::Combat index){	changeGraphic(Cursor::Type::COMBAT, static_cast<size_t>(index));}void CCursorHandler::set(Cursor::Spellcast index){	//Note: this is animated cursor, ignore specified frame and only change type	changeGraphic(Cursor::Type::SPELLBOOK, frame);}void CCursorHandler::dragAndDropCursor(std::unique_ptr<CAnimImage> object){	dndObject = std::move(object);	if(dndObject)		replaceBuffer(dndObject.get());	else		replaceBuffer(currentCursor);}void CCursorHandler::cursorMove(const int & x, const int & y){	xpos = x;	ypos = y;}void CCursorHandler::shiftPos( int &x, int &y ){	if(( type == Cursor::Type::COMBAT && frame != static_cast<size_t>(Cursor::Combat::POINTER)) || type == Cursor::Type::SPELLBOOK)	{		x-=16;		y-=16;		// Properly align the melee attack cursors.		if (type == Cursor::Type::COMBAT)		{			switch (static_cast<Cursor::Combat>(frame))			{			case Cursor::Combat::HIT_NORTHEAST:				x -= 6;				y += 16;				break;			case Cursor::Combat::HIT_EAST:				x -= 16;				y += 10;				break;			case Cursor::Combat::HIT_SOUTHEAST:				x -= 6;				y -= 6;				break;			case Cursor::Combat::HIT_SOUTHWEST:				x += 16;				y -= 6;				break;			case Cursor::Combat::HIT_WEST:				x += 16;				y += 11;				break;			case Cursor::Combat::HIT_NORTHWEST:				x += 16;				y += 16;				break;			case Cursor::Combat::HIT_NORTH:				x += 9;				y += 16;				break;			case Cursor::Combat::HIT_SOUTH:				x += 9;				y -= 15;				break;			}		}	}	else if(type == Cursor::Type::ADVENTURE)	{		if (frame == 0)		{			//no-op		}		else if(frame == 2)		{			x -= 12;			y -= 10;		}		else if(frame == 3)		{			x -= 12;			y -= 12;		}		else if(frame < 27)		{			int hlpNum = (frame - 4)%6;			if(hlpNum == 0)			{				x -= 15;				y -= 13;			}			else if(hlpNum == 1)			{				x -= 13;				y -= 13;			}			else if(hlpNum == 2)			{				x -= 20;				y -= 20;			}			else if(hlpNum == 3)			{				x -= 13;				y -= 16;			}			else if(hlpNum == 4)			{				x -= 8;				y -= 9;			}			else if(hlpNum == 5)			{				x -= 14;				y -= 16;			}		}		else if(frame == 41)		{			x -= 14;			y -= 16;		}		else if(frame < 31 || frame == 42)		{			x -= 20;			y -= 20;		}	}}void CCursorHandler::centerCursor(){	this->xpos = static_cast<int>((screen->w / 2.) - (currentCursor->pos.w / 2.));	this->ypos = static_cast<int>((screen->h / 2.) - (currentCursor->pos.h / 2.));	SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);	SDL_WarpMouse(this->xpos, this->ypos);	SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);}void CCursorHandler::render(){	if(!showing)		return;	if (type == Cursor::Type::SPELLBOOK)	{		static const float frameDisplayDuration = 0.1f;		frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;		size_t newFrame = frame;		while (frameTime > frameDisplayDuration)		{			frameTime -= frameDisplayDuration;			newFrame++;		}		auto & animation = cursors.at(static_cast<size_t>(type));		while (newFrame > animation->size())			newFrame -= animation->size();		changeGraphic(Cursor::Type::SPELLBOOK, newFrame);	}	//the must update texture in the main (renderer) thread, but changes to cursor type may come from other threads	updateTexture();	int x = xpos;	int y = ypos;	shiftPos(x, y);	if(dndObject)	{		x -= dndObject->pos.w/2;		y -= dndObject->pos.h/2;	}	SDL_Rect destRect;	destRect.x = x;	destRect.y = y;	destRect.w = 40;	destRect.h = 40;	SDL_RenderCopy(mainRenderer, cursorLayer, nullptr, &destRect);}void CCursorHandler::updateTexture(){	if(needUpdate)	{		SDL_UpdateTexture(cursorLayer, nullptr, buffer->pixels, buffer->pitch);		needUpdate = false;	}}CCursorHandler::~CCursorHandler(){	if(buffer)		SDL_FreeSurface(buffer);	if(cursorLayer)		SDL_DestroyTexture(cursorLayer);}
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