/* * 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 dndObject; //if set, overrides currentCursor std::array, 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 image); 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(); };