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vcmi/client/CCursorHandler.h
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

48 lines
1.3 KiB
C++

#ifndef __CCURSORHANDLER_H__
#define __CCURSORHANDLER_H__
#include "../global.h"
#include <vector>
struct SDL_Thread;
class CDefHandler;
struct SDL_Surface;
/*
* 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
*
*/
/// handles mouse cursor
class CCursorHandler
{
public:
int mode, number;
SDL_Surface * help;
SDL_Surface * dndImage;
bool Show;
std::vector<CDefHandler*> cursors;
int xpos, ypos; //position of cursor
void initCursor(); //inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
void cursorMove(const int & x, const int & y); //change cursor's positions to (x, y)
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)
void dragAndDropCursor (SDL_Surface* image); // Replace cursor with a custom image.
void draw1();
void draw(SDL_Surface *to);
void shiftPos( int &x, int &y );
void draw2();
void hide() { Show=0; };
void show() { Show=1; };
void centerCursor();
~CCursorHandler();
};
#endif // __CCURSORHANDLER_H__