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https://github.com/vcmi/vcmi.git
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66b708c168
* 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
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#ifndef __CCURSORHANDLER_H__
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#define __CCURSORHANDLER_H__
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#include "../global.h"
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#include <vector>
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struct SDL_Thread;
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class CDefHandler;
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struct SDL_Surface;
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/*
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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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/// handles mouse cursor
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class CCursorHandler
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{
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public:
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int mode, number;
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SDL_Surface * help;
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SDL_Surface * dndImage;
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bool Show;
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std::vector<CDefHandler*> cursors;
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int xpos, ypos; //position of cursor
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void initCursor(); //inits cursorHandler - run only once, it's not memleak-proof (rev 1333)
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void cursorMove(const int & x, const int & y); //change cursor's positions to (x, y)
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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)
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void dragAndDropCursor (SDL_Surface* image); // Replace cursor with a custom image.
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void draw1();
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void draw(SDL_Surface *to);
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void shiftPos( int &x, int &y );
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void draw2();
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void hide() { Show=0; };
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void show() { Show=1; };
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void centerCursor();
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~CCursorHandler();
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};
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#endif // __CCURSORHANDLER_H__
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