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