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vcmi/client/gui/CCursorHandler.h

105 lines
2.6 KiB
C++

/*
* CCursorHandler.h, 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
*
*/
#pragma once
class CIntObject;
class CAnimImage;
struct SDL_Surface;
struct SDL_Texture;
namespace ECursor
{
enum ECursorTypes {
ADVENTURE, // set of various cursors for adventure map
COMBAT, // set of various cursors for combat
DEFAULT, // default arror and hourglass cursors
SPELLBOOK // animated cursor for spellcasting
};
enum EBattleCursors {
COMBAT_BLOCKED = 0,
COMBAT_MOVE = 1,
COMBAT_FLY = 2,
COMBAT_SHOOT = 3,
COMBAT_HERO = 4,
COMBAT_QUERY = 5,
COMBAT_POINTER = 6,
COMBAT_HIT_NORTHEAST = 7,
COMBAT_HIT_EAST = 8,
COMBAT_HIT_SOUTHEAST = 9,
COMBAT_HIT_SOUTHWEST = 10,
COMBAT_HIT_WEST = 11,
COMBAT_HIT_NORTHWEST = 12,
COMBAT_HIT_NORTH = 13,
COMBAT_HIT_SOUTH = 14,
COMBAT_SHOOT_PENALTY = 15,
COMBAT_SHOOT_CATAPULT = 16,
COMBAT_HEAL = 17,
COMBAT_SACRIFICE = 18,
COMBAT_TELEPORT = 19
};
}
/// handles mouse cursor
class CCursorHandler final
{
bool needUpdate;
SDL_Texture * cursorLayer;
SDL_Surface * buffer;
CAnimImage * currentCursor;
std::unique_ptr<CAnimImage> dndObject; //if set, overrides currentCursor
std::array<std::unique_ptr<CAnimImage>, 4> cursors;
bool showing;
void clearBuffer();
void updateBuffer(CIntObject * payload);
void replaceBuffer(CIntObject * payload);
void shiftPos( int &x, int &y );
void updateTexture();
public:
/// position of cursor
int xpos, ypos;
/// Current cursor
ECursor::ECursorTypes type;
size_t frame;
/// inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
void initCursor();
/// changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame index (not used for type 3)
void changeGraphic(ECursor::ECursorTypes type, int index);
/**
* Replaces the cursor with a custom image.
*
* @param image Image to replace cursor with or nullptr to use the normal
* cursor. CursorHandler takes ownership of object
*/
void dragAndDropCursor (std::unique_ptr<CAnimImage> image);
void render();
void hide() { showing=false; };
void show() { showing=true; };
/// change cursor's positions to (x, y)
void cursorMove(const int & x, const int & y);
/// Move cursor to screen center
void centerCursor();
CCursorHandler();
~CCursorHandler();
};