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	* Changed PreGame event handling and update/draw order. * Changed mouse cursor drawing in PreGame * Fixed linux bug where main menu WOG animation gets played only once, windows/linux video handling is now more similar * Minor code improvements
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __CCURSORHANDLER_H__
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| #define __CCURSORHANDLER_H__
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| #include "../global.h"
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| #include <vector>
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| struct SDL_Thread;
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| class CDefHandler;
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| struct SDL_Surface;
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| 
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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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| 
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| /// handles mouse cursor
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| class CCursorHandler 
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| {
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| public:
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| 	int mode, number;
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| 	SDL_Surface * help;
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| 	SDL_Surface * dndImage;
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| 	bool Show;
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| 
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| 	std::vector<CDefHandler*> cursors;
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| 	int xpos, ypos; //position of cursor
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| 	void initCursor(); //inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
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| 	void cursorMove(const int & x, const int & y); //change cursor's positions to (x, y)
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| 	void changeGraphic(const int & type, const int & no); //changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame no (not used for type 3)
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| 	void dragAndDropCursor (SDL_Surface* image); // Replace cursor with a custom image.
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| 	void draw1();
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| 	void draw(SDL_Surface *to);
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| 
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| 	void shiftPos( int &x, int &y );
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| 	void draw2();
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| 	void hide() { Show=0; };
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| 	void show() { Show=1; };
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| 	void centerCursor();
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| 	~CCursorHandler();
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| };
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| 
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| 
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| 
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| #endif // __CCURSORHANDLER_H__
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