mirror of
https://github.com/vcmi/vcmi.git
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248 lines
4.4 KiB
C++
248 lines
4.4 KiB
C++
#include "StdInc.h"
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#include "CCursorHandler.h"
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#include <SDL.h>
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#include "SDL_Extensions.h"
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#include "CGuiHandler.h"
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#include "widgets/Images.h"
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#include "../CMT.h"
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/*
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* CCursorHandler.cpp, 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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void CCursorHandler::initCursor()
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{
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xpos = ypos = 0;
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type = ECursor::DEFAULT;
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dndObject = nullptr;
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currentCursor = nullptr;
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help = CSDL_Ext::newSurface(40,40);
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#ifndef VCMI_SDL1
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//No blending. Ensure, that we are copying pixels during "screen restore draw"
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SDL_SetSurfaceBlendMode(help,SDL_BLENDMODE_NONE);
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#endif // VCMI_SDL1
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SDL_ShowCursor(SDL_DISABLE);
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changeGraphic(ECursor::ADVENTURE, 0);
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}
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void CCursorHandler::changeGraphic(ECursor::ECursorTypes type, int index)
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{
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std::string cursorDefs[4] = { "CRADVNTR.DEF", "CRCOMBAT.DEF", "CRDEFLT.DEF", "CRSPELL.DEF" };
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if (type != this->type)
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{
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BLOCK_CAPTURING; // not used here
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this->type = type;
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this->frame = index;
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delete currentCursor;
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currentCursor = new CAnimImage(cursorDefs[int(type)], index);
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}
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if (frame != index)
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{
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frame = index;
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currentCursor->setFrame(index);
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}
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}
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void CCursorHandler::dragAndDropCursor(CAnimImage * object)
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{
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if (dndObject)
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delete dndObject;
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dndObject = object;
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}
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void CCursorHandler::cursorMove(const int & x, const int & y)
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{
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xpos = x;
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ypos = y;
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}
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void CCursorHandler::drawWithScreenRestore()
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{
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if(!showing) return;
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int x = xpos, y = ypos;
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shiftPos(x, y);
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SDL_Rect temp_rect1 = genRect(40,40,x,y);
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SDL_Rect temp_rect2 = genRect(40,40,0,0);
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SDL_BlitSurface(screen, &temp_rect1, help, &temp_rect2);
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if (dndObject)
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{
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dndObject->moveTo(Point(x - dndObject->pos.w/2, y - dndObject->pos.h/2));
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dndObject->showAll(screen);
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}
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else
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{
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currentCursor->moveTo(Point(x,y));
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currentCursor->showAll(screen);
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}
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}
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void CCursorHandler::drawRestored()
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{
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if(!showing)
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return;
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int x = xpos, y = ypos;
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shiftPos(x, y);
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SDL_Rect temp_rect = genRect(40, 40, x, y);
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SDL_BlitSurface(help, nullptr, screen, &temp_rect);
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//blitAt(help,x,y);
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}
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void CCursorHandler::draw(SDL_Surface *to)
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{
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currentCursor->moveTo(Point(xpos, ypos));
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currentCursor->showAll(screen);
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}
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void CCursorHandler::shiftPos( int &x, int &y )
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{
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if(( type == ECursor::COMBAT && frame != ECursor::COMBAT_POINTER) || type == ECursor::SPELLBOOK)
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{
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x-=16;
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y-=16;
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// Properly align the melee attack cursors.
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if (type == ECursor::COMBAT)
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{
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switch (frame)
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{
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case 7: // Bottom left
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x -= 6;
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y += 16;
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break;
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case 8: // Left
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x -= 16;
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y += 10;
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break;
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case 9: // Top left
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x -= 6;
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y -= 6;
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break;
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case 10: // Top right
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x += 16;
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y -= 6;
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break;
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case 11: // Right
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x += 16;
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y += 11;
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break;
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case 12: // Bottom right
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x += 16;
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y += 16;
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break;
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case 13: // Below
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x += 9;
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y += 16;
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break;
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case 14: // Above
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x += 9;
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y -= 15;
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break;
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}
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}
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}
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else if(type == ECursor::ADVENTURE)
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{
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if (frame == 0); //to exclude
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else if(frame == 2)
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{
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x -= 12;
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y -= 10;
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}
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else if(frame == 3)
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{
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x -= 12;
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y -= 12;
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}
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else if(frame < 27)
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{
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int hlpNum = (frame - 4)%6;
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if(hlpNum == 0)
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{
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x -= 15;
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y -= 13;
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}
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else if(hlpNum == 1)
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{
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x -= 13;
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y -= 13;
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}
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else if(hlpNum == 2)
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{
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x -= 20;
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y -= 20;
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}
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else if(hlpNum == 3)
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{
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x -= 13;
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y -= 16;
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}
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else if(hlpNum == 4)
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{
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x -= 8;
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y -= 9;
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}
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else if(hlpNum == 5)
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{
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x -= 14;
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y -= 16;
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}
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}
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else if(frame == 41)
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{
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x -= 14;
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y -= 16;
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}
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else if(frame < 31 || frame == 42)
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{
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x -= 20;
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y -= 20;
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}
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}
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}
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void CCursorHandler::centerCursor()
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{
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this->xpos = (screen->w / 2.) - (currentCursor->pos.w / 2.);
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this->ypos = (screen->h / 2.) - (currentCursor->pos.h / 2.);
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SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
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SDL_WarpMouse(this->xpos, this->ypos);
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SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
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}
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void CCursorHandler::render()
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{
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drawWithScreenRestore();
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CSDL_Ext::update(screen);
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drawRestored();
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}
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CCursorHandler::~CCursorHandler()
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{
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if(help)
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SDL_FreeSurface(help);
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delete currentCursor;
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delete dndObject;
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}
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