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engines/draci/mouse.cpp
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128
engines/draci/mouse.cpp
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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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*
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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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*
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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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#include "draci/draci.h"
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#include "draci/game.h"
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#include "draci/mouse.h"
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#include "draci/barchive.h"
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#include "draci/screen.h"
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#include "draci/sprite.h"
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#include "graphics/cursorman.h"
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#include "common/system.h"
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namespace Draci {
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Mouse::Mouse(DraciEngine *vm) {
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_x = 0;
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_y = 0;
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_lButton = false;
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_rButton = false;
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_cursorType = kUninitializedCursor;
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_vm = vm;
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}
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void Mouse::handleEvent(Common::Event event) {
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switch (event.type) {
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case Common::EVENT_LBUTTONDOWN:
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debugC(6, kDraciGeneralDebugLevel, "Left button down (x: %u y: %u)", _x, _y);
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_lButton = true;
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break;
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case Common::EVENT_LBUTTONUP:
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debugC(6, kDraciGeneralDebugLevel, "Left button up (x: %u y: %u)", _x, _y);
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// Don't set _lButton to false, because some touchpads generate
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// down and up at such a quick succession, that they will
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// cancel each other in the same call of handleEvents(). Let
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// the game clear this flag by calling lButtonSet() instead.
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break;
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case Common::EVENT_RBUTTONDOWN:
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debugC(6, kDraciGeneralDebugLevel, "Right button down (x: %u y: %u)", _x, _y);
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_rButton = true;
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break;
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case Common::EVENT_RBUTTONUP:
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debugC(6, kDraciGeneralDebugLevel, "Right button up (x: %u y: %u)", _x, _y);
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break;
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case Common::EVENT_MOUSEMOVE:
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debugC(6, kDraciGeneralDebugLevel, "Mouse move (x: %u y: %u)", _x, _y);
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_x = (uint16) event.mouse.x;
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_y = (uint16) event.mouse.y;
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break;
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default:
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break;
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}
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}
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void Mouse::cursorOn() {
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CursorMan.showMouse(true);
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}
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void Mouse::cursorOff() {
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CursorMan.showMouse(false);
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}
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bool Mouse::isCursorOn() const {
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return CursorMan.isVisible();
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}
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void Mouse::setPosition(uint16 x, uint16 y) {
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_vm->_system->warpMouse(x, y);
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}
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void Mouse::setCursorType(CursorType cur) {
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if (cur == getCursorType()) {
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return;
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}
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_cursorType = cur;
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const BAFile *f;
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f = _vm->_iconsArchive->getFile(cur);
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Sprite sp(f->_data, f->_length, 0, 0, true);
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CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColors);
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CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
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sp.getWidth() / 2, sp.getHeight() / 2, 255);
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}
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void Mouse::loadItemCursor(const GameItem *item, bool highlighted) {
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const int itemID = item->_absNum;
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const int archiveIndex = 2 * itemID + (highlighted ? 1 : 0);
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CursorType newCursor = static_cast<CursorType> (kItemCursor + archiveIndex);
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if (newCursor == getCursorType()) {
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return;
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}
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_cursorType = newCursor;
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const BAFile *f;
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f = _vm->_itemImagesArchive->getFile(archiveIndex);
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Sprite sp(f->_data, f->_length, 0, 0, true);
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CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColors);
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CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
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sp.getWidth() / 2, sp.getHeight() / 2, 255);
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}
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} // End of namespace Draci
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