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https://github.com/vcmi/vcmi.git
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ffe8b99369
- artifact iconIndex should work - new file with hardcoded string constants: lib/StringConstants.h Note: some minor bugs, will fix soon: - slow to open hero window - hero adventure map images serialization is broken\incorrect
75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
#pragma once
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class CAnimImage;
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struct SDL_Surface;
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/*
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* CCursorhandler.h, 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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namespace ECursor
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{
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enum ECursorTypes { ADVENTURE, COMBAT, DEFAULT, SPELLBOOK };
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enum EBattleCursors { COMBAT_BLOCKED, COMBAT_MOVE, COMBAT_FLY, COMBAT_SHOOT,
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COMBAT_HERO, COMBAT_QUERY, COMBAT_POINTER,
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//various attack frames
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COMBAT_SHOOT_PENALTY = 15, COMBAT_SHOOT_CATAPULT, COMBAT_HEAL,
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COMBAT_SACRIFICE, COMBAT_TELEPORT};
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}
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/// handles mouse cursor
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class CCursorHandler
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{
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SDL_Surface * help;
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CAnimImage * currentCursor;
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CAnimImage * dndObject; //if set, overrides currentCursor
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bool showing;
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public:
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/// position of cursor
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int xpos, ypos;
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/// Current cursor
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ECursor::ECursorTypes type;
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size_t frame;
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/// inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
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void initCursor();
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/// changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame index (not used for type 3)
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void changeGraphic(ECursor::ECursorTypes type, int index);
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/**
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* Replaces the cursor with a custom image.
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*
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* @param image Image to replace cursor with or NULL to use the normal
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* cursor. CursorHandler takes ownership of object
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*/
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void dragAndDropCursor (CAnimImage * image);
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/// Draw cursor preserving original image below cursor
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void drawWithScreenRestore();
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/// Restore original image below cursor
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void drawRestored();
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/// Simple draw cursor
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void draw(SDL_Surface *to);
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void shiftPos( int &x, int &y );
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void hide() { showing=0; };
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void show() { showing=1; };
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/// change cursor's positions to (x, y)
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void cursorMove(const int & x, const int & y);
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/// Move cursor to screen center
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void centerCursor();
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~CCursorHandler();
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};
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