mirror of
https://github.com/vcmi/vcmi.git
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New namespaces: GL2D (low-level OpenGL functions), Gfx (images and animation objects cooperating with the interface GL2D)
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@ -1,8 +1,10 @@
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#include "StdInc.h"
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#include "CCursorHandler.h"
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#include <SDL.h>
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#include "SDL_Extensions.h"
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#include "CCursorHandler.h"
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#include "GL2D.h"
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#include "../Gfx/Animations.h"
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#include "../Gfx/Images.h"
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#include "../CAnimation.h"
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#include "CGuiHandler.h"
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@ -16,24 +18,23 @@
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*
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*/
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extern SDL_Surface * screen;
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void CCursorHandler::initCursor()
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CCursorHandler::CCursorHandler()
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{
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xpos = ypos = 0;
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type = ECursor::DEFAULT;
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dndObject = nullptr;
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currentCursor = nullptr;
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help = CSDL_Ext::newSurface(40,40);
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//* help = CSDL_Ext::newSurface(40,40);
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SDL_ShowCursor(SDL_DISABLE);
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changeGraphic(ECursor::ADVENTURE, 0);
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}
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void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
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{
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std::string cursorDefs[4] = { "CRADVNTR.DEF", "CRCOMBAT.DEF", "CRDEFLT.DEF", "CRSPELL.DEF" };
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const std::string cursorDefs[4] = { "CRADVNTR", "CRCOMBAT", "CRDEFLT", "CRSPELL" };
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if (type != this->type)
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{
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@ -42,26 +43,20 @@ void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
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this->type = type;
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this->frame = index;
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delete currentCursor;
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currentCursor = new CAnimImage(cursorDefs[int(type)], index);
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}
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if (frame != index)
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{
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frame = index;
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currentCursor->setFrame(index);
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currentCursor = Gfx::CManager::getAnimation(cursorDefs[type]);
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}
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frame = index;
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}
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void CCursorHandler::dragAndDropCursor(CAnimImage * object)
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{
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if (dndObject)
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delete dndObject;
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if (dndObject) delete dndObject;
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dndObject = object;
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}
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void CCursorHandler::cursorMove(const int & x, const int & y)
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void CCursorHandler::cursorMove(int x, int y)
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{
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xpos = x;
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ypos = y;
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@ -73,19 +68,14 @@ void CCursorHandler::drawWithScreenRestore()
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int x = xpos, y = ypos;
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shiftPos(x, y);
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SDL_Rect temp_rect1 = genRect(40,40,x,y);
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SDL_Rect temp_rect2 = genRect(40,40,0,0);
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SDL_BlitSurface(screen, &temp_rect1, help, &temp_rect2);
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if (dndObject)
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{
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dndObject->moveTo(Point(x - dndObject->pos.w/2, y - dndObject->pos.h/2));
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dndObject->showAll(screen);
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dndObject->showAll();
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}
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else
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{
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currentCursor->moveTo(Point(x,y));
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currentCursor->showAll(screen);
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currentCursor->getFrame(frame)->putAt(Gfx::Point(x, y));
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}
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}
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@ -96,18 +86,14 @@ void CCursorHandler::drawRestored()
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int x = xpos, y = ypos;
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shiftPos(x, y);
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SDL_Rect temp_rect = genRect(40, 40, x, y);
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SDL_BlitSurface(help, NULL, screen, &temp_rect);
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//blitAt(help,x,y);
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}
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void CCursorHandler::draw(SDL_Surface *to)
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void CCursorHandler::draw()
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{
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currentCursor->moveTo(Point(xpos, ypos));
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currentCursor->showAll(screen);
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currentCursor->getFrame(frame)->putAt(Gfx::Point(xpos, ypos));
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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 == ECursor::COMBAT && frame != ECursor::COMBAT_POINTER) || type == ECursor::SPELLBOOK)
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@ -215,20 +201,17 @@ void CCursorHandler::shiftPos( int &x, int &y )
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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 = (screen->w / 2.) - (currentCursor->pos.w / 2.);
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this->ypos = (screen->h / 2.) - (currentCursor->pos.h / 2.);
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SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
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this->xpos = (GL2D::getScreenWidth() - currentCursor->getWidth()) / 2;
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this->ypos = (GL2D::getScreenHeight() - currentCursor->getHeight()) / 2;
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SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
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SDL_WarpMouse(this->xpos, this->ypos);
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SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
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}
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CCursorHandler::~CCursorHandler()
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{
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if(help)
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SDL_FreeSurface(help);
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delete currentCursor;
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delete dndObject;
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}
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