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https://github.com/vcmi/vcmi.git
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5222be8d94
* new folder structure
237 lines
6.3 KiB
C++
237 lines
6.3 KiB
C++
#include "stdafx.h"
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#include "CCursorHandler.h"
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#include "SDL.h"
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#include "SDL_thread.h"
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#include "CGameInfo.h"
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#include "SDL_framerate.h"
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#include "hch\CLodHandler.h"
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extern SDL_Surface * screen;
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/* Creates a new mouse cursor from an XPM */
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/* XPM */
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static const char *arrow[] = { //no cursor mode
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/* width height num_colors chars_per_pixel */
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" 32 32 3 1",
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/* colors */
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"X c #000000",
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". c #ffffff",
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" c None",
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/* pixels */
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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"0,0"
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};
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/* XPM */
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static const char *arrow2[] = { //normal cursor
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/* width height num_colors chars_per_pixel */
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" 32 32 3 1",
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/* colors */
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"X c #000000",
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". c #ffffff",
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" c None",
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/* pixels */
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"X ",
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"XX ",
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"X.X ",
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"X..X ",
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"X...X ",
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"X....X ",
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"X.....X ",
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"X......X ",
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"X.......X ",
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"X........X ",
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"X.....XXXXX ",
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"X..X..X ",
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"X.X X..X ",
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"XX X..X ",
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"X X..X ",
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" X..X ",
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" X..X ",
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" X..X ",
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" XX ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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" ",
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"0,0"
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};
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static SDL_Cursor *init_system_cursor(const char *image[])
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{
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int i, row, col;
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Uint8 data[4*32];
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Uint8 mask[4*32];
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int hot_x, hot_y;
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i = -1;
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for ( row=0; row<32; ++row ) {
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for ( col=0; col<32; ++col ) {
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if ( col % 8 ) {
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data[i] <<= 1;
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mask[i] <<= 1;
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} else {
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++i;
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data[i] = mask[i] = 0;
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}
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switch (image[4+row][col]) {
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case 'X':
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data[i] |= 0x01;
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//k[i] |= 0x01;
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break;
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case '.':
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mask[i] |= 0x01;
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break;
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case ' ':
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break;
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}
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}
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}
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sscanf(image[4+row], "%d,%d", &hot_x, &hot_y);
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return SDL_CreateCursor(data, mask, 32, 32, hot_x, hot_y);
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}
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//int cursorHandlerFunc(void * cursorHandler)
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//{
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// FPSmanager * cursorFramerateKeeper = new FPSmanager;
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// SDL_initFramerate(cursorFramerateKeeper);
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// SDL_setFramerate(cursorFramerateKeeper, 200);
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//
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// CCursorHandler * ch = (CCursorHandler *) cursorHandler;
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// while(true)
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// {
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// if(ch->xbef!=-1 && ch->ybef!=-1) //restore surface under cursor
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// {
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// blitAtWR(ch->behindCur, ch->xbef, ch->ybef);
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// }
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// ch->xbef = ch->xpos;
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// ch->ybef = ch->ypos;
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// //prepare part of surface to restore
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// SDL_BlitSurface(screen, &genRect(32, 32, ch->xpos, ch->ypos), ch->behindCur, NULL);
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// CSDL_Ext::update(ch->behindCur);
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//
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// //blit cursor
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// if(ch->curVisible)
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// {
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// switch(ch->mode)
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// {
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// case 0:
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// {
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// break;
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// }
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// case 1:
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// {
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// break;
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// }
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// case 2:
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// {
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// blitAtWR(ch->deflt->ourImages[ch->number].bitmap, ch->xpos, ch->ypos);
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// break;
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// }
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// }
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// }
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// SDL_framerateDelay(cursorFramerateKeeper);
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// //SDL_Delay(5); //to avoid great usage of CPU
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// }
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// return 0;
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//}
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void CCursorHandler::initCursor()
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{
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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int rmask = 0xff000000;
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int gmask = 0x00ff0000;
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int bmask = 0x0000ff00;
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int amask = 0x000000ff;
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#else
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int rmask = 0x000000ff;
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int gmask = 0x0000ff00;
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int bmask = 0x00ff0000;
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int amask = 0xff000000;
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#endif
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curVisible = true;
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xpos = ypos = 0;
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behindCur = SDL_CreateRGBSurface(SDL_SWSURFACE, 32, 32, 32, rmask, gmask, bmask, amask);
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xbef = ybef = 0;
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adventure = CGI->spriteh->giveDef("CRADVNTR.DEF");
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combat = CGI->spriteh->giveDef("CRCOMBAT.DEF");
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deflt = CGI->spriteh->giveDef("CRDEFLT.DEF");
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spell = CGI->spriteh->giveDef("CRSPELL.DEF");
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//SDL_SetCursor(init_system_cursor(arrow));
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//SDL_Thread * myth = SDL_CreateThread(&cursorHandlerFunc, this);
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}
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void CCursorHandler::changeGraphic(int type, int no)
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{
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mode = type;
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number = no;
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}
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void CCursorHandler::cursorMove(int x, int y)
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{
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xbef = xpos;
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ybef = ypos;
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xpos = x;
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ypos = y;
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}
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void CCursorHandler::hardwareCursor()
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{
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curVisible = false;
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SDL_SetCursor(init_system_cursor(arrow2));
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}
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void CCursorHandler::hideCursor()
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{
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curVisible = false;
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SDL_SetCursor(init_system_cursor(arrow));
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}
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void CCursorHandler::showGraphicCursor()
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{
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curVisible = true;
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SDL_SetCursor(init_system_cursor(arrow));
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changeGraphic(0, 0);
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} |