/* 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 . * */ #include "graphics/cursorman.h" #include "bagel/spacebar/boflib/gfx/cursor.h" #include "bagel/boflib/stdinc.h" namespace Bagel { namespace SpaceBar { void CBofCursor::initialize() { show(); } CBofCursor::~CBofCursor() { assert(isValidObject(this)); unLoad(); } ErrorCode CBofCursor::load() { assert(isValidObject(this)); // kill any previous cursor unLoad(); return _errCode; } ErrorCode CBofCursor::unLoad() { assert(isValidObject(this)); return _errCode; } ErrorCode CBofCursor::set() { assert(isValidObject(this)); return _errCode; } // TODO: This controlled the "Windows cursor" in the original game // ScummVM doesn't have one, so just show the arrow cursor or // use CursorMan accordingly void CBofCursor::hide() { //CursorMan.showMouse(false); } void CBofCursor::show() { CursorMan.showMouse(true); } } // namespace SpaceBar } // namespace Bagel