mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
75f8c8b29a
* use smart pointers for almost all widget fields * use SDL2 texture for cursor * a lot af small tweaks and formatting * removed CompImage class, it is actually useless as long as regular SDLImage support margins * CGuiHandler: use smart pointers for [push|pop]Int
270 lines
4.9 KiB
C++
270 lines
4.9 KiB
C++
/*
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* CCursorHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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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 "CGuiHandler.h"
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#include "../widgets/Images.h"
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#include "../CMT.h"
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void CCursorHandler::clearBuffer()
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{
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Uint32 fillColor = SDL_MapRGBA(buffer->format, 0, 0, 0, 0);
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CSDL_Ext::fillRect(buffer, nullptr, fillColor);
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}
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void CCursorHandler::updateBuffer(CIntObject * payload)
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{
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payload->moveTo(Point(0,0));
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payload->showAll(buffer);
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needUpdate = true;
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}
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void CCursorHandler::replaceBuffer(CIntObject * payload)
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{
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clearBuffer();
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updateBuffer(payload);
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}
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void CCursorHandler::initCursor()
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{
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cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);
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SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);
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xpos = ypos = 0;
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type = ECursor::DEFAULT;
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dndObject = nullptr;
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cursors =
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{
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make_unique<CAnimImage>("CRADVNTR", 0),
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make_unique<CAnimImage>("CRCOMBAT", 0),
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make_unique<CAnimImage>("CRDEFLT", 0),
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make_unique<CAnimImage>("CRSPELL", 0)
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};
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currentCursor = cursors.at(int(ECursor::DEFAULT)).get();
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buffer = CSDL_Ext::newSurface(40,40);
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SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);
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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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if(type != this->type)
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{
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this->type = type;
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this->frame = index;
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currentCursor = cursors.at(int(type)).get();
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currentCursor->setFrame(index);
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}
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else if(index != this->frame)
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{
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this->frame = index;
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currentCursor->setFrame(index);
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}
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replaceBuffer(currentCursor);
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}
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void CCursorHandler::dragAndDropCursor(std::unique_ptr<CAnimImage> object)
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{
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dndObject = std::move(object);
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if(dndObject)
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replaceBuffer(dndObject.get());
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else
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replaceBuffer(currentCursor);
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}
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void CCursorHandler::cursorMove(const int & x, const int & y)
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{
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xpos = x;
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ypos = y;
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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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{
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x-=16;
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y-=16;
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// Properly align the melee attack cursors.
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if (type == ECursor::COMBAT)
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{
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switch (frame)
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{
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case 7: // Bottom left
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x -= 6;
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y += 16;
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break;
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case 8: // Left
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x -= 16;
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y += 10;
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break;
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case 9: // Top left
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x -= 6;
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y -= 6;
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break;
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case 10: // Top right
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x += 16;
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y -= 6;
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break;
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case 11: // Right
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x += 16;
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y += 11;
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break;
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case 12: // Bottom right
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x += 16;
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y += 16;
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break;
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case 13: // Below
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x += 9;
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y += 16;
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break;
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case 14: // Above
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x += 9;
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y -= 15;
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break;
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}
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}
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}
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else if(type == ECursor::ADVENTURE)
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{
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if (frame == 0); //to exclude
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else if(frame == 2)
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{
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x -= 12;
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y -= 10;
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}
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else if(frame == 3)
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{
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x -= 12;
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y -= 12;
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}
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else if(frame < 27)
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{
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int hlpNum = (frame - 4)%6;
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if(hlpNum == 0)
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{
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x -= 15;
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y -= 13;
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}
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else if(hlpNum == 1)
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{
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x -= 13;
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y -= 13;
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}
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else if(hlpNum == 2)
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{
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x -= 20;
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y -= 20;
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}
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else if(hlpNum == 3)
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{
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x -= 13;
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y -= 16;
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}
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else if(hlpNum == 4)
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{
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x -= 8;
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y -= 9;
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}
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else if(hlpNum == 5)
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{
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x -= 14;
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y -= 16;
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}
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}
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else if(frame == 41)
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{
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x -= 14;
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y -= 16;
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}
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else if(frame < 31 || frame == 42)
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{
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x -= 20;
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y -= 20;
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}
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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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SDL_WarpMouse(this->xpos, this->ypos);
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SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
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}
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void CCursorHandler::render()
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{
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if(!showing)
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return;
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//the must update texture in the main (renderer) thread, but changes to cursor type may come from other threads
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updateTexture();
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int x = xpos;
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int y = ypos;
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shiftPos(x, y);
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if(dndObject)
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{
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x -= dndObject->pos.w/2;
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y -= dndObject->pos.h/2;
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}
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SDL_Rect destRect;
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destRect.x = x;
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destRect.y = y;
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destRect.w = 40;
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destRect.h = 40;
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SDL_RenderCopy(mainRenderer, cursorLayer, nullptr, &destRect);
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}
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void CCursorHandler::updateTexture()
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{
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if(needUpdate)
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{
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SDL_UpdateTexture(cursorLayer, nullptr, buffer->pixels, buffer->pitch);
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needUpdate = false;
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}
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}
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CCursorHandler::CCursorHandler()
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: needUpdate(true),
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buffer(nullptr),
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cursorLayer(nullptr),
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showing(false)
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{
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}
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CCursorHandler::~CCursorHandler()
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{
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if(buffer)
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SDL_FreeSurface(buffer);
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if(cursorLayer)
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SDL_DestroyTexture(cursorLayer);
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}
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