#pragma once struct SDL_Thread; class CDefHandler; struct SDL_Surface; /* * 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 * */ 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 { public: int mode, number; SDL_Surface * help; SDL_Surface * dndImage; bool Show; std::vector cursors; int xpos, ypos; //position of cursor void initCursor(); //inits cursorHandler - run only once, it's not memleak-proof (rev 1333) void cursorMove(const int & x, const int & y); //change cursor's positions to (x, y) void changeGraphic(const int & type, const int & no); //changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame no (not used for type 3) void dragAndDropCursor (SDL_Surface* image); // Replace cursor with a custom image. void draw1(); void draw(SDL_Surface *to); void shiftPos( int &x, int &y ); void draw2(); void hide() { Show=0; }; void show() { Show=1; }; void centerCursor(); ~CCursorHandler(); };