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vcmi/client/gui/CCursorHandler.cpp
Alexander Shishkin 75f8c8b29a Gui cleanup4 (#446)
* 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
2018-07-25 01:36:48 +03:00

270 lines
4.9 KiB
C++

/*
* CCursorHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "CCursorHandler.h"
#include <SDL.h>
#include "SDL_Extensions.h"
#include "CGuiHandler.h"
#include "../widgets/Images.h"
#include "../CMT.h"
void CCursorHandler::clearBuffer()
{
Uint32 fillColor = SDL_MapRGBA(buffer->format, 0, 0, 0, 0);
CSDL_Ext::fillRect(buffer, nullptr, fillColor);
}
void CCursorHandler::updateBuffer(CIntObject * payload)
{
payload->moveTo(Point(0,0));
payload->showAll(buffer);
needUpdate = true;
}
void CCursorHandler::replaceBuffer(CIntObject * payload)
{
clearBuffer();
updateBuffer(payload);
}
void CCursorHandler::initCursor()
{
cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);
SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);
xpos = ypos = 0;
type = ECursor::DEFAULT;
dndObject = nullptr;
cursors =
{
make_unique<CAnimImage>("CRADVNTR", 0),
make_unique<CAnimImage>("CRCOMBAT", 0),
make_unique<CAnimImage>("CRDEFLT", 0),
make_unique<CAnimImage>("CRSPELL", 0)
};
currentCursor = cursors.at(int(ECursor::DEFAULT)).get();
buffer = CSDL_Ext::newSurface(40,40);
SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);
SDL_ShowCursor(SDL_DISABLE);
changeGraphic(ECursor::ADVENTURE, 0);
}
void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
{
if(type != this->type)
{
this->type = type;
this->frame = index;
currentCursor = cursors.at(int(type)).get();
currentCursor->setFrame(index);
}
else if(index != this->frame)
{
this->frame = index;
currentCursor->setFrame(index);
}
replaceBuffer(currentCursor);
}
void CCursorHandler::dragAndDropCursor(std::unique_ptr<CAnimImage> object)
{
dndObject = std::move(object);
if(dndObject)
replaceBuffer(dndObject.get());
else
replaceBuffer(currentCursor);
}
void CCursorHandler::cursorMove(const int & x, const int & y)
{
xpos = x;
ypos = y;
}
void CCursorHandler::shiftPos( int &x, int &y )
{
if(( type == ECursor::COMBAT && frame != ECursor::COMBAT_POINTER) || type == ECursor::SPELLBOOK)
{
x-=16;
y-=16;
// Properly align the melee attack cursors.
if (type == ECursor::COMBAT)
{
switch (frame)
{
case 7: // Bottom left
x -= 6;
y += 16;
break;
case 8: // Left
x -= 16;
y += 10;
break;
case 9: // Top left
x -= 6;
y -= 6;
break;
case 10: // Top right
x += 16;
y -= 6;
break;
case 11: // Right
x += 16;
y += 11;
break;
case 12: // Bottom right
x += 16;
y += 16;
break;
case 13: // Below
x += 9;
y += 16;
break;
case 14: // Above
x += 9;
y -= 15;
break;
}
}
}
else if(type == ECursor::ADVENTURE)
{
if (frame == 0); //to exclude
else if(frame == 2)
{
x -= 12;
y -= 10;
}
else if(frame == 3)
{
x -= 12;
y -= 12;
}
else if(frame < 27)
{
int hlpNum = (frame - 4)%6;
if(hlpNum == 0)
{
x -= 15;
y -= 13;
}
else if(hlpNum == 1)
{
x -= 13;
y -= 13;
}
else if(hlpNum == 2)
{
x -= 20;
y -= 20;
}
else if(hlpNum == 3)
{
x -= 13;
y -= 16;
}
else if(hlpNum == 4)
{
x -= 8;
y -= 9;
}
else if(hlpNum == 5)
{
x -= 14;
y -= 16;
}
}
else if(frame == 41)
{
x -= 14;
y -= 16;
}
else if(frame < 31 || frame == 42)
{
x -= 20;
y -= 20;
}
}
}
void CCursorHandler::centerCursor()
{
this->xpos = (screen->w / 2.) - (currentCursor->pos.w / 2.);
this->ypos = (screen->h / 2.) - (currentCursor->pos.h / 2.);
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
SDL_WarpMouse(this->xpos, this->ypos);
SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
}
void CCursorHandler::render()
{
if(!showing)
return;
//the must update texture in the main (renderer) thread, but changes to cursor type may come from other threads
updateTexture();
int x = xpos;
int y = ypos;
shiftPos(x, y);
if(dndObject)
{
x -= dndObject->pos.w/2;
y -= dndObject->pos.h/2;
}
SDL_Rect destRect;
destRect.x = x;
destRect.y = y;
destRect.w = 40;
destRect.h = 40;
SDL_RenderCopy(mainRenderer, cursorLayer, nullptr, &destRect);
}
void CCursorHandler::updateTexture()
{
if(needUpdate)
{
SDL_UpdateTexture(cursorLayer, nullptr, buffer->pixels, buffer->pitch);
needUpdate = false;
}
}
CCursorHandler::CCursorHandler()
: needUpdate(true),
buffer(nullptr),
cursorLayer(nullptr),
showing(false)
{
}
CCursorHandler::~CCursorHandler()
{
if(buffer)
SDL_FreeSurface(buffer);
if(cursorLayer)
SDL_DestroyTexture(cursorLayer);
}