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