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scummvm-cursorfix/engines/ultima/ultima8/gfx/mouse_shape_archive.h
2026-02-02 04:50:13 +01:00

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1.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA8_GFX_MOUSESHAPEARCHIVE_H
#define ULTIMA8_GFX_MOUSESHAPEARCHIVE_H
#include "ultima/ultima8/gfx/shape_archive.h"
namespace Ultima {
namespace Ultima8 {
// Fake archive class for mouse shape in the shape viewer
// TODO - consider using this in GameData and owning the shape
class MouseShapeArchive : public ShapeArchive {
public:
MouseShapeArchive(uint16 id, Palette *pal = 0,
const ConvertShapeFormat *format = 0)
: ShapeArchive(id, pal, format) {}
MouseShapeArchive(Shape *shape, uint16 id, Palette *pal = 0,
const ConvertShapeFormat *format = 0)
: ShapeArchive(id, pal, format) {
_shapes.push_back(shape);
_count = 1;
}
~MouseShapeArchive() override {
_shapes.clear();
}
void cache(uint32 shapenum) override {}
void uncache(uint32 shapenum) override {}
bool isCached(uint32 shapenum) const override { return true; }
};
} // End of namespace Ultima8
} // End of namespace Ultima
#endif