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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/client/CCursorHandler.cpp
beegee1 66b708c168 * PreGame interface gets now redrawn every frame.
* 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
2011-04-17 18:02:13 +00:00

207 lines
4.0 KiB
C++

#include "../stdafx.h"
#include "CCursorHandler.h"
#include "SDL.h"
#include "SDL_Extensions.h"
#include "CGameInfo.h"
#include "CDefHandler.h"
/*
* CCursorHandler.cpp, 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
*
*/
extern SDL_Surface * screen;
void CCursorHandler::initCursor()
{
mode = number = xpos = ypos = 0;
dndImage = NULL;
help = CSDL_Ext::newSurface(40,40);
cursors.push_back(CDefHandler::giveDef("CRADVNTR.DEF"));
cursors.push_back(CDefHandler::giveDef("CRCOMBAT.DEF"));
cursors.push_back(CDefHandler::giveDef("CRDEFLT.DEF"));
cursors.push_back(CDefHandler::giveDef("CRSPELL.DEF"));
SDL_ShowCursor(SDL_DISABLE);
}
void CCursorHandler::changeGraphic(const int & type, const int & no)
{
mode = type;
number = no;
}
/**
* Replaces the cursor with a custom image.
*
* @param image Image to replace cursor with or NULL to use the normal
* cursor.
*/
void CCursorHandler::dragAndDropCursor(SDL_Surface* image)
{
dndImage = image;
}
void CCursorHandler::cursorMove(const int & x, const int & y)
{
xpos = x;
ypos = y;
}
void CCursorHandler::draw1()
{
if(!Show) return;
int x = xpos, y = ypos;
shiftPos(x, y);
SDL_BlitSurface(screen, &genRect(40,40,x,y), help, &genRect(40,40,0,0));
// if (dndImage)
// blitAt(dndImage, x - dndImage->w/2, y - dndImage->h/2);
// else
// blitAt(cursors[mode]->ourImages[number].bitmap,x,y);
if (dndImage)
SDL_BlitSurface(dndImage, NULL, screen, &genRect(40, 40, x - dndImage->w/2, y - dndImage->h/2));
else
SDL_BlitSurface(cursors[mode]->ourImages[number].bitmap, NULL, screen, &genRect(40,40,x,y));
}
void CCursorHandler::draw2()
{
if(!Show) return;
int x = xpos, y = ypos;
shiftPos(x, y);
SDL_BlitSurface(help, NULL, screen, &genRect(40, 40, x, y));
//blitAt(help,x,y);
}
void CCursorHandler::draw(SDL_Surface *to)
{
CSDL_Ext::blitSurface(cursors[mode]->ourImages[number].bitmap, 0, to, &genRect(40, 40, xpos, ypos));
}
void CCursorHandler::shiftPos( int &x, int &y )
{
if((mode==1 && number!=6) || mode ==3)
{
x-=16;
y-=16;
// Properly align the melee attack cursors.
if (mode == 1)
{
switch (number)
{
case 7: // Bottom left
x -= 6;
y += 16;
break;
case 8: // Left
x -= 16;
y += 10;
break;
case 9: // Top left
x -= 6;
y -= 6;
break;
case 10: // Top right
x += 16;
y -= 6;
break;
case 11: // Right
x += 16;
y += 11;
break;
case 12: // Bottom right
x += 16;
y += 16;
break;
case 13: // Below
x += 9;
y += 16;
break;
case 14: // Above
x += 9;
y -= 15;
break;
}
}
}
else if(mode==0)
{
if(number == 0); //to exclude
else if(number == 2)
{
x -= 12;
y -= 10;
}
else if(number == 3)
{
x -= 12;
y -= 12;
}
else if(number < 27)
{
int hlpNum = (number - 4)%6;
if(hlpNum == 0)
{
x -= 15;
y -= 13;
}
else if(hlpNum == 1)
{
x -= 13;
y -= 13;
}
else if(hlpNum == 2)
{
x -= 20;
y -= 20;
}
else if(hlpNum == 3)
{
x -= 13;
y -= 16;
}
else if(hlpNum == 4)
{
x -= 8;
y -= 9;
}
else if(hlpNum == 5)
{
x -= 14;
y -= 16;
}
}
else if(number == 41)
{
x -= 14;
y -= 16;
}
else if(number < 31 || number == 42)
{
x -= 20;
y -= 20;
}
}
}
void CCursorHandler::centerCursor()
{
SDL_Surface *cursor = this->cursors[mode]->ourImages[number].bitmap;
this->xpos = (screen->w / 2.) - (cursor->w / 2.);
this->ypos = (screen->h / 2.) - (cursor->h / 2.);
SDL_WarpMouse(this->xpos, this->ypos);
}
CCursorHandler::~CCursorHandler()
{
if(help)
SDL_FreeSurface(help);
for(int g=0; g<cursors.size(); ++g)
delete cursors[g];
}