mirror of
https://github.com/vcmi/vcmi.git
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156aa6e4d9
* Renamed color constants * Renamed class AdventureMapButton to CAdventureMapButton * Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses * Moved new creature window from GuiClasses to CCreatureWindow
219 lines
4.3 KiB
C++
219 lines
4.3 KiB
C++
#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 "../CGameInfo.h"
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#include "../CDefHandler.h"
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/*
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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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extern SDL_Surface * screen;
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void CCursorHandler::initCursor()
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{
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mode = number = xpos = ypos = 0;
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dndImage = NULL;
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help = CSDL_Ext::newSurface(40,40);
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cursors.push_back(CDefHandler::giveDef("CRADVNTR.DEF"));
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cursors.push_back(CDefHandler::giveDef("CRCOMBAT.DEF"));
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cursors.push_back(CDefHandler::giveDef("CRDEFLT.DEF"));
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cursors.push_back(CDefHandler::giveDef("CRSPELL.DEF"));
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SDL_ShowCursor(SDL_DISABLE);
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}
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void CCursorHandler::changeGraphic(const int & type, const 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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/**
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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.
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*/
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void CCursorHandler::dragAndDropCursor(SDL_Surface* image)
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{
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dndImage = image;
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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::draw1()
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{
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if(!Show) return;
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int x = xpos, y = ypos;
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shiftPos(x, y);
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SDL_Rect temp_rect1 = genRect(40,40,x,y);
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SDL_Rect temp_rect2 = genRect(40,40,0,0);
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SDL_BlitSurface(screen, &temp_rect1, help, &temp_rect2);
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// if (dndImage)
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// blitAt(dndImage, x - dndImage->w/2, y - dndImage->h/2);
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// else
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// blitAt(cursors[mode]->ourImages[number].bitmap,x,y);
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if (dndImage) {
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SDL_Rect temp_rect =genRect(40, 40, x - dndImage->w/2, y - dndImage->h/2);
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SDL_BlitSurface(dndImage, NULL, screen, &temp_rect);
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} else {
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SDL_Rect temp_rect = genRect(40,40,x,y);
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SDL_BlitSurface(cursors[mode]->ourImages[number].bitmap, NULL, screen, &temp_rect);
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}
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}
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void CCursorHandler::draw2()
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{
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if(!Show) return;
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int x = xpos, y = ypos;
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shiftPos(x, y);
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SDL_Rect temp_rect = genRect(40, 40, x, y);
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SDL_BlitSurface(help, NULL, screen, &temp_rect);
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//blitAt(help,x,y);
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}
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void CCursorHandler::draw(SDL_Surface *to)
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{
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SDL_Rect temp_rect = genRect(40, 40, xpos, ypos);
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CSDL_Ext::blitSurface(cursors[mode]->ourImages[number].bitmap, 0, to, &temp_rect);
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}
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void CCursorHandler::shiftPos( int &x, int &y )
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{
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if((mode==1 && number!=6) || mode ==3)
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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 (mode == 1)
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{
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switch (number)
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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(mode==0)
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{
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if(number == 0); //to exclude
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else if(number == 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(number == 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(number < 27)
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{
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int hlpNum = (number - 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(number == 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(number < 31 || number == 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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SDL_Surface *cursor = this->cursors[mode]->ourImages[number].bitmap;
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this->xpos = (screen->w / 2.) - (cursor->w / 2.);
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this->ypos = (screen->h / 2.) - (cursor->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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CCursorHandler::~CCursorHandler()
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{
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if(help)
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SDL_FreeSurface(help);
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for(int g=0; g<cursors.size(); ++g)
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delete cursors[g];
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}
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