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https://github.com/vcmi/vcmi.git
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75f8c8b29a
* use smart pointers for almost all widget fields * use SDL2 texture for cursor * a lot af small tweaks and formatting * removed CompImage class, it is actually useless as long as regular SDLImage support margins * CGuiHandler: use smart pointers for [push|pop]Int
83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
/*
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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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#pragma once
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class CIntObject;
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class CAnimImage;
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struct SDL_Surface;
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struct SDL_Texture;
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namespace ECursor
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{
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enum ECursorTypes { ADVENTURE, COMBAT, DEFAULT, SPELLBOOK };
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enum EBattleCursors { COMBAT_BLOCKED, COMBAT_MOVE, COMBAT_FLY, COMBAT_SHOOT,
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COMBAT_HERO, COMBAT_QUERY, COMBAT_POINTER,
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//various attack frames
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COMBAT_SHOOT_PENALTY = 15, COMBAT_SHOOT_CATAPULT, COMBAT_HEAL,
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COMBAT_SACRIFICE, COMBAT_TELEPORT};
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}
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/// handles mouse cursor
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class CCursorHandler final
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{
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bool needUpdate;
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SDL_Texture * cursorLayer;
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SDL_Surface * buffer;
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CAnimImage * currentCursor;
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std::unique_ptr<CAnimImage> dndObject; //if set, overrides currentCursor
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std::array<std::unique_ptr<CAnimImage>, 4> cursors;
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bool showing;
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void clearBuffer();
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void updateBuffer(CIntObject * payload);
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void replaceBuffer(CIntObject * payload);
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void shiftPos( int &x, int &y );
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void updateTexture();
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public:
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/// position of cursor
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int xpos, ypos;
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/// Current cursor
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ECursor::ECursorTypes type;
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size_t frame;
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/// inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
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void initCursor();
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/// changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame index (not used for type 3)
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void changeGraphic(ECursor::ECursorTypes type, int index);
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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 nullptr to use the normal
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* cursor. CursorHandler takes ownership of object
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*/
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void dragAndDropCursor (std::unique_ptr<CAnimImage> image);
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void render();
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void hide() { showing=false; };
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void show() { showing=true; };
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/// change cursor's positions to (x, y)
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void cursorMove(const int & x, const int & y);
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/// Move cursor to screen center
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void centerCursor();
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CCursorHandler();
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~CCursorHandler();
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};
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