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vcmi/client/gui/CCursorHandler.h

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/*
* CCursorHandler.h, 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
*
*/
#pragma once
class CIntObject;
class CAnimImage;
struct SDL_Surface;
struct SDL_Texture;
namespace ECursor
{
enum ECursorTypes { ADVENTURE, COMBAT, DEFAULT, SPELLBOOK };
enum EBattleCursors { COMBAT_BLOCKED, COMBAT_MOVE, COMBAT_FLY, COMBAT_SHOOT,
COMBAT_HERO, COMBAT_QUERY, COMBAT_POINTER,
//various attack frames
COMBAT_SHOOT_PENALTY = 15, COMBAT_SHOOT_CATAPULT, COMBAT_HEAL,
COMBAT_SACRIFICE, COMBAT_TELEPORT};
}
/// handles mouse cursor
class CCursorHandler final
{
bool needUpdate;
SDL_Texture * cursorLayer;
SDL_Surface * buffer;
CAnimImage * currentCursor;
std::unique_ptr<CAnimImage> dndObject; //if set, overrides currentCursor
std::array<std::unique_ptr<CAnimImage>, 4> cursors;
bool showing;
void clearBuffer();
void updateBuffer(CIntObject * payload);
void replaceBuffer(CIntObject * payload);
void shiftPos( int &x, int &y );
void updateTexture();
public:
/// position of cursor
int xpos, ypos;
/// Current cursor
ECursor::ECursorTypes type;
size_t frame;
/// inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
void initCursor();
/// changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame index (not used for type 3)
void changeGraphic(ECursor::ECursorTypes type, int index);
/**
* Replaces the cursor with a custom image.
*
* @param image Image to replace cursor with or nullptr to use the normal
* cursor. CursorHandler takes ownership of object
*/
void dragAndDropCursor (std::unique_ptr<CAnimImage> image);
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void render();
void hide() { showing=false; };
void show() { showing=true; };
/// change cursor's positions to (x, y)
void cursorMove(const int & x, const int & y);
/// Move cursor to screen center
void centerCursor();
CCursorHandler();
~CCursorHandler();
};