mirror of
https://github.com/vcmi/vcmi.git
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318 lines
6.3 KiB
C++
318 lines
6.3 KiB
C++
/*
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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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#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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void CCursorHandler::clearBuffer()
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{
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Uint32 fillColor = SDL_MapRGBA(buffer->format, 0, 0, 0, 0);
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CSDL_Ext::fillRect(buffer, nullptr, fillColor);
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}
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void CCursorHandler::updateBuffer(CIntObject * payload)
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{
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payload->moveTo(Point(0,0));
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payload->showAll(buffer);
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needUpdate = true;
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}
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void CCursorHandler::replaceBuffer(CIntObject * payload)
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{
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clearBuffer();
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updateBuffer(payload);
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}
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CCursorHandler::CCursorHandler()
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: needUpdate(true)
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, buffer(nullptr)
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, cursorLayer(nullptr)
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, frameTime(0.f)
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, showing(false)
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{
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cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);
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SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);
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xpos = ypos = 0;
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type = Cursor::Type::DEFAULT;
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dndObject = nullptr;
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cursors =
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{
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std::make_unique<CAnimImage>("CRADVNTR", 0),
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std::make_unique<CAnimImage>("CRCOMBAT", 0),
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std::make_unique<CAnimImage>("CRDEFLT", 0),
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std::make_unique<CAnimImage>("CRSPELL", 0)
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};
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currentCursor = cursors.at(static_cast<size_t>(Cursor::Type::DEFAULT)).get();
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buffer = CSDL_Ext::newSurface(40,40);
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SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);
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SDL_ShowCursor(SDL_DISABLE);
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set(Cursor::Map::POINTER);
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}
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Point CCursorHandler::position() const
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{
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return Point(xpos, ypos);
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}
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void CCursorHandler::changeGraphic(Cursor::Type type, size_t index)
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{
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assert(dndObject == nullptr);
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if(type != this->type)
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{
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this->type = type;
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this->frame = index;
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currentCursor = cursors.at(static_cast<size_t>(type)).get();
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currentCursor->setFrame(index);
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}
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else if(index != this->frame)
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{
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this->frame = index;
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currentCursor->setFrame(index);
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}
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replaceBuffer(currentCursor);
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}
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void CCursorHandler::set(Cursor::Default index)
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{
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changeGraphic(Cursor::Type::DEFAULT, static_cast<size_t>(index));
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}
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void CCursorHandler::set(Cursor::Map index)
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{
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changeGraphic(Cursor::Type::ADVENTURE, static_cast<size_t>(index));
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}
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void CCursorHandler::set(Cursor::Combat index)
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{
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changeGraphic(Cursor::Type::COMBAT, static_cast<size_t>(index));
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}
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void CCursorHandler::set(Cursor::Spellcast index)
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{
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//Note: this is animated cursor, ignore specified frame and only change type
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changeGraphic(Cursor::Type::SPELLBOOK, frame);
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}
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void CCursorHandler::dragAndDropCursor(std::unique_ptr<CAnimImage> object)
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{
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dndObject = std::move(object);
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if(dndObject)
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replaceBuffer(dndObject.get());
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else
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replaceBuffer(currentCursor);
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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::shiftPos( int &x, int &y )
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{
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if(( type == Cursor::Type::COMBAT && frame != static_cast<size_t>(Cursor::Combat::POINTER)) || type == Cursor::Type::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 == Cursor::Type::COMBAT)
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{
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switch (static_cast<Cursor::Combat>(frame))
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{
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case Cursor::Combat::HIT_NORTHEAST:
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x -= 6;
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y += 16;
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break;
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case Cursor::Combat::HIT_EAST:
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x -= 16;
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y += 10;
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break;
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case Cursor::Combat::HIT_SOUTHEAST:
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x -= 6;
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y -= 6;
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break;
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case Cursor::Combat::HIT_SOUTHWEST:
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x += 16;
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y -= 6;
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break;
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case Cursor::Combat::HIT_WEST:
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x += 16;
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y += 11;
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break;
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case Cursor::Combat::HIT_NORTHWEST:
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x += 16;
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y += 16;
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break;
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case Cursor::Combat::HIT_NORTH:
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x += 9;
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y += 16;
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break;
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case Cursor::Combat::HIT_SOUTH:
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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 == Cursor::Type::ADVENTURE)
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{
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if (frame == 0)
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{
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//no-op
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}
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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 = static_cast<int>((screen->w / 2.) - (currentCursor->pos.w / 2.));
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this->ypos = static_cast<int>((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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if(!showing)
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return;
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if (type == Cursor::Type::SPELLBOOK)
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{
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static const float frameDisplayDuration = 0.1f;
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frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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size_t newFrame = frame;
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while (frameTime > frameDisplayDuration)
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{
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frameTime -= frameDisplayDuration;
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newFrame++;
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}
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auto & animation = cursors.at(static_cast<size_t>(type));
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while (newFrame > animation->size())
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newFrame -= animation->size();
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changeGraphic(Cursor::Type::SPELLBOOK, newFrame);
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}
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//the must update texture in the main (renderer) thread, but changes to cursor type may come from other threads
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updateTexture();
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int x = xpos;
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int y = ypos;
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shiftPos(x, y);
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if(dndObject)
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{
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x -= dndObject->pos.w/2;
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y -= dndObject->pos.h/2;
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}
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SDL_Rect destRect;
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destRect.x = x;
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destRect.y = y;
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destRect.w = 40;
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destRect.h = 40;
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SDL_RenderCopy(mainRenderer, cursorLayer, nullptr, &destRect);
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}
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void CCursorHandler::updateTexture()
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{
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if(needUpdate)
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{
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SDL_UpdateTexture(cursorLayer, nullptr, buffer->pixels, buffer->pitch);
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needUpdate = false;
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}
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}
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CCursorHandler::~CCursorHandler()
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{
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if(buffer)
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SDL_FreeSurface(buffer);
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if(cursorLayer)
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SDL_DestroyTexture(cursorLayer);
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}
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