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- #include "StdInc.h"
- #include <SDL.h>
- #include "CCursorHandler.h"
- #include "GL2D.h"
- #include "../Gfx/Animations.h"
- #include "../Gfx/Images.h"
- #include "../CAnimation.h"
- #include "CGuiHandler.h"
- /*
- * 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
- *
- */
- CCursorHandler::CCursorHandler()
- {
- xpos = ypos = 0;
- type = ECursor::DEFAULT;
- dndObject = nullptr;
- currentCursor = nullptr;
- //* help = CSDL_Ext::newSurface(40,40);
- SDL_ShowCursor(SDL_DISABLE);
- changeGraphic(ECursor::ADVENTURE, 0);
- }
- void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
- {
- const std::string cursorDefs[4] = { "CRADVNTR", "CRCOMBAT", "CRDEFLT", "CRSPELL" };
- if (type != this->type)
- {
- BLOCK_CAPTURING; // not used here
- this->type = type;
- this->frame = index;
- currentCursor = Gfx::CManager::getAnimation(cursorDefs[type]);
- }
- frame = index;
- }
- void CCursorHandler::dragAndDropCursor(CAnimImage * object)
- {
- if (dndObject) delete dndObject;
- dndObject = object;
- }
- void CCursorHandler::cursorMove(int x, int y)
- {
- xpos = x;
- ypos = y;
- }
- void CCursorHandler::drawWithScreenRestore()
- {
- if(!showing) return;
- int x = xpos, y = ypos;
- shiftPos(x, y);
- if (dndObject)
- {
- dndObject->moveTo(Point(x - dndObject->pos.w/2, y - dndObject->pos.h/2));
- dndObject->showAll();
- }
- else
- {
- currentCursor->getFrame(frame)->putAt(Gfx::Point(x, y));
- }
- }
- void CCursorHandler::drawRestored()
- {
- if(!showing)
- return;
- int x = xpos, y = ypos;
- shiftPos(x, y);
- }
- void CCursorHandler::draw()
- {
- currentCursor->getFrame(frame)->putAt(Gfx::Point(xpos, ypos));
- }
- 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 = (GL2D::getScreenWidth() - currentCursor->getWidth()) / 2;
- this->ypos = (GL2D::getScreenHeight() - currentCursor->getHeight()) / 2;
- SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
- SDL_WarpMouse(this->xpos, this->ypos);
- SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
- }
- CCursorHandler::~CCursorHandler()
- {
- delete dndObject;
- }
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