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- /*
- * 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);
- }
- void CCursorHandler::initCursor()
- {
- cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);
- SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);
- xpos = ypos = 0;
- type = ECursor::DEFAULT;
- dndObject = nullptr;
- cursors =
- {
- make_unique<CAnimImage>("CRADVNTR", 0),
- make_unique<CAnimImage>("CRCOMBAT", 0),
- make_unique<CAnimImage>("CRDEFLT", 0),
- make_unique<CAnimImage>("CRSPELL", 0)
- };
- currentCursor = cursors.at(int(ECursor::DEFAULT)).get();
- buffer = CSDL_Ext::newSurface(40,40);
- SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);
- SDL_ShowCursor(SDL_DISABLE);
- changeGraphic(ECursor::ADVENTURE, 0);
- }
- void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
- {
- assert(dndObject == nullptr);
- if(type != this->type)
- {
- this->type = type;
- this->frame = index;
- currentCursor = cursors.at(int(type)).get();
- currentCursor->setFrame(index);
- }
- else if(index != this->frame)
- {
- this->frame = index;
- currentCursor->setFrame(index);
- }
- replaceBuffer(currentCursor);
- }
- 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 == ECursor::COMBAT && frame != ECursor::COMBAT_POINTER) || type == ECursor::SPELLBOOK)
- {
- x-=16;
- y-=16;
- // Properly align the melee attack cursors.
- if (type == ECursor::COMBAT)
- {
- switch (frame)
- {
- case 7: // Bottom left
- x -= 6;
- y += 16;
- break;
- case 8: // Left
- x -= 16;
- y += 10;
- break;
- case 9: // Top left
- x -= 6;
- y -= 6;
- break;
- case 10: // Top right
- x += 16;
- y -= 6;
- break;
- case 11: // Right
- x += 16;
- y += 11;
- break;
- case 12: // Bottom right
- x += 16;
- y += 16;
- break;
- case 13: // Below
- x += 9;
- y += 16;
- break;
- case 14: // Above
- x += 9;
- y -= 15;
- break;
- }
- }
- }
- else if(type == ECursor::ADVENTURE)
- {
- if (frame == 0); //to exclude
- 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;
- //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()
- : needUpdate(true),
- buffer(nullptr),
- cursorLayer(nullptr),
- showing(false)
- {
- }
- CCursorHandler::~CCursorHandler()
- {
- if(buffer)
- SDL_FreeSurface(buffer);
- if(cursorLayer)
- SDL_DestroyTexture(cursorLayer);
- }
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