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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-06 00:24:11 +02:00
vcmi/client/gui/CCursorHandler.cpp
2022-12-30 00:52:23 +02:00

318 lines
6.3 KiB
C++

/*
* CCursorHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "CCursorHandler.h"
#include <SDL.h>
#include "SDL_Extensions.h"
#include "CGuiHandler.h"
#include "../widgets/Images.h"
#include "../CMT.h"
void CCursorHandler::clearBuffer()
{
Uint32 fillColor = SDL_MapRGBA(buffer->format, 0, 0, 0, 0);
CSDL_Ext::fillRect(buffer, nullptr, fillColor);
}
void CCursorHandler::updateBuffer(CIntObject * payload)
{
payload->moveTo(Point(0,0));
payload->showAll(buffer);
needUpdate = true;
}
void CCursorHandler::replaceBuffer(CIntObject * payload)
{
clearBuffer();
updateBuffer(payload);
}
CCursorHandler::CCursorHandler()
: needUpdate(true)
, buffer(nullptr)
, cursorLayer(nullptr)
, frameTime(0.f)
, showing(false)
{
cursorLayer = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 40, 40);
SDL_SetTextureBlendMode(cursorLayer, SDL_BLENDMODE_BLEND);
xpos = ypos = 0;
type = Cursor::Type::DEFAULT;
dndObject = nullptr;
cursors =
{
std::make_unique<CAnimImage>("CRADVNTR", 0),
std::make_unique<CAnimImage>("CRCOMBAT", 0),
std::make_unique<CAnimImage>("CRDEFLT", 0),
std::make_unique<CAnimImage>("CRSPELL", 0)
};
currentCursor = cursors.at(static_cast<size_t>(Cursor::Type::DEFAULT)).get();
buffer = CSDL_Ext::newSurface(40,40);
SDL_SetSurfaceBlendMode(buffer, SDL_BLENDMODE_NONE);
SDL_ShowCursor(SDL_DISABLE);
set(Cursor::Map::POINTER);
}
Point CCursorHandler::position() const
{
return Point(xpos, ypos);
}
void CCursorHandler::changeGraphic(Cursor::Type type, size_t index)
{
assert(dndObject == nullptr);
if(type != this->type)
{
this->type = type;
this->frame = index;
currentCursor = cursors.at(static_cast<size_t>(type)).get();
currentCursor->setFrame(index);
}
else if(index != this->frame)
{
this->frame = index;
currentCursor->setFrame(index);
}
replaceBuffer(currentCursor);
}
void CCursorHandler::set(Cursor::Default index)
{
changeGraphic(Cursor::Type::DEFAULT, static_cast<size_t>(index));
}
void CCursorHandler::set(Cursor::Map index)
{
changeGraphic(Cursor::Type::ADVENTURE, static_cast<size_t>(index));
}
void CCursorHandler::set(Cursor::Combat index)
{
changeGraphic(Cursor::Type::COMBAT, static_cast<size_t>(index));
}
void CCursorHandler::set(Cursor::Spellcast index)
{
//Note: this is animated cursor, ignore specified frame and only change type
changeGraphic(Cursor::Type::SPELLBOOK, frame);
}
void CCursorHandler::dragAndDropCursor(std::unique_ptr<CAnimImage> object)
{
dndObject = std::move(object);
if(dndObject)
replaceBuffer(dndObject.get());
else
replaceBuffer(currentCursor);
}
void CCursorHandler::cursorMove(const int & x, const int & y)
{
xpos = x;
ypos = y;
}
void CCursorHandler::shiftPos( int &x, int &y )
{
if(( type == Cursor::Type::COMBAT && frame != static_cast<size_t>(Cursor::Combat::POINTER)) || type == Cursor::Type::SPELLBOOK)
{
x-=16;
y-=16;
// Properly align the melee attack cursors.
if (type == Cursor::Type::COMBAT)
{
switch (static_cast<Cursor::Combat>(frame))
{
case Cursor::Combat::HIT_NORTHEAST:
x -= 6;
y += 16;
break;
case Cursor::Combat::HIT_EAST:
x -= 16;
y += 10;
break;
case Cursor::Combat::HIT_SOUTHEAST:
x -= 6;
y -= 6;
break;
case Cursor::Combat::HIT_SOUTHWEST:
x += 16;
y -= 6;
break;
case Cursor::Combat::HIT_WEST:
x += 16;
y += 11;
break;
case Cursor::Combat::HIT_NORTHWEST:
x += 16;
y += 16;
break;
case Cursor::Combat::HIT_NORTH:
x += 9;
y += 16;
break;
case Cursor::Combat::HIT_SOUTH:
x += 9;
y -= 15;
break;
}
}
}
else if(type == Cursor::Type::ADVENTURE)
{
if (frame == 0)
{
//no-op
}
else if(frame == 2)
{
x -= 12;
y -= 10;
}
else if(frame == 3)
{
x -= 12;
y -= 12;
}
else if(frame < 27)
{
int hlpNum = (frame - 4)%6;
if(hlpNum == 0)
{
x -= 15;
y -= 13;
}
else if(hlpNum == 1)
{
x -= 13;
y -= 13;
}
else if(hlpNum == 2)
{
x -= 20;
y -= 20;
}
else if(hlpNum == 3)
{
x -= 13;
y -= 16;
}
else if(hlpNum == 4)
{
x -= 8;
y -= 9;
}
else if(hlpNum == 5)
{
x -= 14;
y -= 16;
}
}
else if(frame == 41)
{
x -= 14;
y -= 16;
}
else if(frame < 31 || frame == 42)
{
x -= 20;
y -= 20;
}
}
}
void CCursorHandler::centerCursor()
{
this->xpos = static_cast<int>((screen->w / 2.) - (currentCursor->pos.w / 2.));
this->ypos = static_cast<int>((screen->h / 2.) - (currentCursor->pos.h / 2.));
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
SDL_WarpMouse(this->xpos, this->ypos);
SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
}
void CCursorHandler::render()
{
if(!showing)
return;
if (type == Cursor::Type::SPELLBOOK)
{
static const float frameDisplayDuration = 0.1f;
frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
size_t newFrame = frame;
while (frameTime > frameDisplayDuration)
{
frameTime -= frameDisplayDuration;
newFrame++;
}
auto & animation = cursors.at(static_cast<size_t>(type));
while (newFrame > animation->size())
newFrame -= animation->size();
changeGraphic(Cursor::Type::SPELLBOOK, newFrame);
}
//the must update texture in the main (renderer) thread, but changes to cursor type may come from other threads
updateTexture();
int x = xpos;
int y = ypos;
shiftPos(x, y);
if(dndObject)
{
x -= dndObject->pos.w/2;
y -= dndObject->pos.h/2;
}
SDL_Rect destRect;
destRect.x = x;
destRect.y = y;
destRect.w = 40;
destRect.h = 40;
SDL_RenderCopy(mainRenderer, cursorLayer, nullptr, &destRect);
}
void CCursorHandler::updateTexture()
{
if(needUpdate)
{
SDL_UpdateTexture(cursorLayer, nullptr, buffer->pixels, buffer->pitch);
needUpdate = false;
}
}
CCursorHandler::~CCursorHandler()
{
if(buffer)
SDL_FreeSurface(buffer);
if(cursorLayer)
SDL_DestroyTexture(cursorLayer);
}