1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/client/gui/CCursorHandler.cpp
DJWarmonger 9623f7caf3 - Restored MSVS project files
- Fixed VCAI bu pointed out by Tow
2017-06-11 08:01:41 +02:00

246 lines
4.4 KiB
C++

#include "StdInc.h"
#include "CCursorHandler.h"
#include <SDL.h>
#include "SDL_Extensions.h"
#include "CGuiHandler.h"
#include "../widgets/Images.h"
#include "../CMT.h"
/*
* 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
*
*/
void CCursorHandler::initCursor()
{
xpos = ypos = 0;
type = ECursor::DEFAULT;
dndObject = nullptr;
currentCursor = nullptr;
help = CSDL_Ext::newSurface(40,40);
//No blending. Ensure, that we are copying pixels during "screen restore draw"
SDL_SetSurfaceBlendMode(help,SDL_BLENDMODE_NONE);
SDL_ShowCursor(SDL_DISABLE);
changeGraphic(ECursor::ADVENTURE, 0);
}
void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
{
std::string cursorDefs[4] = { "CRADVNTR.DEF", "CRCOMBAT.DEF", "CRDEFLT.DEF", "CRSPELL.DEF" };
if (type != this->type)
{
BLOCK_CAPTURING; // not used here
this->type = type;
this->frame = index;
delete currentCursor;
currentCursor = new CAnimImage(cursorDefs[int(type)], index);
}
if (frame != index)
{
frame = index;
currentCursor->setFrame(index);
}
}
void CCursorHandler::dragAndDropCursor(CAnimImage * object)
{
if (dndObject)
delete dndObject;
dndObject = object;
}
void CCursorHandler::cursorMove(const int & x, const int & y)
{
xpos = x;
ypos = y;
}
void CCursorHandler::drawWithScreenRestore()
{
if(!showing) return;
int x = xpos, y = ypos;
shiftPos(x, y);
SDL_Rect temp_rect1 = genRect(40,40,x,y);
SDL_Rect temp_rect2 = genRect(40,40,0,0);
SDL_BlitSurface(screen, &temp_rect1, help, &temp_rect2);
if (dndObject)
{
dndObject->moveTo(Point(x - dndObject->pos.w/2, y - dndObject->pos.h/2));
dndObject->showAll(screen);
}
else
{
currentCursor->moveTo(Point(x,y));
currentCursor->showAll(screen);
}
}
void CCursorHandler::drawRestored()
{
if(!showing)
return;
int x = xpos, y = ypos;
shiftPos(x, y);
SDL_Rect temp_rect = genRect(40, 40, x, y);
SDL_BlitSurface(help, nullptr, screen, &temp_rect);
//blitAt(help,x,y);
}
void CCursorHandler::draw(SDL_Surface *to)
{
currentCursor->moveTo(Point(xpos, ypos));
currentCursor->showAll(screen);
}
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()
{
drawWithScreenRestore();
CSDL_Ext::update(screen);
drawRestored();
}
CCursorHandler::~CCursorHandler()
{
if(help)
SDL_FreeSurface(help);
delete currentCursor;
delete dndObject;
}