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engines/nancy/cursor.h
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113
engines/nancy/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 NANCY_CURSOR_H
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#define NANCY_CURSOR_H
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#include "common/array.h"
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#include "common/stream.h"
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#include "graphics/managed_surface.h"
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namespace Nancy {
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class NancyEngine;
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class CursorManager {
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friend class NancyEngine;
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public:
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enum CursorType {
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kNormal = 0, // Eyeglass (except in TVD), non-highlighted
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kHotspot = 1, // Eyeglass (except in TVD), highlighted
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kMove = 2, // Used for movement in early games
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kExit = 3, // Used for movement, some games use it for exiting puzzles
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kRotateCW = 4, // Used in puzzles only
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kRotateCCW = 5, // Used in puzzles only
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kMoveLeft = 6, // Used for movement, some games used it for turning in 360 scenes
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kMoveRight = 7, // Used for movement, some games used it for turning in 360 scenes
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kMoveForward = 8, // Used for movement
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kMoveBackward = 9, // Used for movement, some games use it for exiting puzzles
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kMoveUp = 10, // Used for movement
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kMoveDown = 11, // Used for movement
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kRotateLeft = 12, // Used in 360 scenes in nancy6 and up
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kRotateRight = 13, // Used in 360 scenes in nancy6 and up
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kInvertedRotateRight = 14, // Used in 360 scenes with inverted rotation; nancy6 and up
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kInvertedRotateLeft = 15, // Used in 360 scenes with inverted rotation; nancy6 and up
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kCustom1 = 16, // Custom cursors change between games; Likely used in puzzles
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kCustom1Hotspot = 17,
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kCustom2 = 18,
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kCustom2Hotspot = 19,
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kNormalArrow,
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kHotspotArrow
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};
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CursorManager();
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void init(Common::SeekableReadStream *chunkStream);
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// Change the current cursor ID. Does not change the graphic
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void setCursor(CursorType type, int16 itemID);
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void setCursorType(CursorType type);
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void setCursorItemID(int16 itemID);
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void warpCursor(const Common::Point &pos);
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// Change the cursor graphic. Should be called right before drawing to screen
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void applyCursor();
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const Common::Point &getCurrentCursorHotspot() { return _cursors[_curCursorID].hotspot;}
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const Common::Rect &getPrimaryVideoInactiveZone() { return _primaryVideoInactiveZone; }
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const Common::Point &getPrimaryVideoInitialPos() { return _primaryVideoInitialPos; }
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const CursorType _puzzleExitCursor;
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private:
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void showCursor(bool shouldShow);
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void adjustCursorHotspot();
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struct Cursor {
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Common::Rect bounds;
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Common::Point hotspot;
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};
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// CURS data
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Common::Array<Cursor> _cursors;
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Common::Rect _primaryVideoInactiveZone;
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Common::Point _primaryVideoInitialPos;
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Graphics::ManagedSurface _invCursorsSurface;
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Common::Point _warpedMousePos;
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CursorType _curCursorType;
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int16 _curItemID;
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uint _curCursorID;
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uint _lastCursorID;
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bool _hasItem;
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bool _isInitialized;
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int _numCursorTypes;
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};
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} // End of namespace Nancy
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#endif // NANCY_CURSOR_H
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