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engines/asylum/system/cursor.h
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155
engines/asylum/system/cursor.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ASYLUM_SYSTEM_CURSOR_H
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#define ASYLUM_SYSTEM_CURSOR_H
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#include "common/events.h"
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#include "common/rect.h"
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#include "asylum/shared.h"
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namespace Asylum {
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class AsylumEngine;
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class GraphicResource;
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enum CursorAnimation {
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kCursorAnimationNone = 0,
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kCursorAnimationLinear = 1,
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kCursorAnimationMirror = 2
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};
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/**
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* Asylum cursors are GraphicResources, and are stored in
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* ResourcePacks, as are all game assets.
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*/
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class Cursor {
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public:
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Cursor(AsylumEngine *engine);
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virtual ~Cursor();
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/**
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* Show the current cursor
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*/
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void show() const;
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/**
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* Hide the current cursor
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*/
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void hide() const;
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/**
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* Query if the cursor is hidden.
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*
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* @return true if hidden, false if not.
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*/
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bool isHidden() const;
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/**
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* Set the current cursor instance to the graphic resource provide. The frames parameter defaults to -1, which in this case means that the frame count
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* should be derived from the graphic resource as opposed to being explicitly set.
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*
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* @param resourceId Identifier for the resource.
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* @param cnt The counter.
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* @param anim The animation type
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* @param frames The frames.
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*/
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void set(ResourceId resourceId, int32 cnt = 0, CursorAnimation anim = kCursorAnimationMirror, int32 frames = -1);
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/**
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* Get the next logical frame from the currently loaded
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* cursorResource and draw it
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*/
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void animate();
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// Accessors
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void setForceHide(bool state) { _forceHide = state; }
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ResourceId getResourceId() { return _graphicResourceId; }
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CursorAnimation getAnimation() { return _animation; }
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/**
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* Return the cursor's position on the screen
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*/
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const Common::Point position() const;
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private:
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AsylumEngine *_vm;
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// Cursor resource
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GraphicResource *_cursorRes;
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/** the point on the screen the cursor is at */
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Common::Point _pos;
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/** the point of the cursor that triggers click hits */
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Common::Point _hotspot;
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// The number of milliseconds between cursor gfx updates
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uint32 _nextTick;
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int32 _frameStep;
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// NOTE: The original engine contains a function that assigns global variables to a
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// struct associated with cursor graphics info. Since this functionality only
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// ever seems to be used to reference cursor info, the struct members
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// may as well be class members in order to simplify the logic a bit
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ResourceId _graphicResourceId;
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uint32 _currentFrame;
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uint32 _lastFrameIndex;
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int32 _counter;
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CursorAnimation _animation;
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/**
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* Since the cursor is updated by various event handlers, if an action is
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* currently being processed that requires the cursor to remain hidden, another
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* event may override that request and show the cursor regardless
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*
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* This is currently used during the intro speech in Scene 1 after the intro
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* video plays
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*
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* @default false
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*/
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bool _forceHide;
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/**
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* Updates the cursor
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*/
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void update();
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/**
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* Updates the cursor current frame.
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*/
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void updateFrame();
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/**
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* Gets the hotspot for a specific frame.
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*
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* @param frameIndex Zero-based index of the frame.
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*
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* @return The hotspot.
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*/
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Common::Point getHotspot(uint32 frameIndex);
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};
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} // end of namespace Asylum
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#endif // ASYLUM_SYSTEM_CURSOR_H
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