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

224 lines
5.4 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_KERNEL_MOUSE_H
#define ULTIMA8_KERNEL_MOUSE_H
#include "common/system.h"
#include "common/rect.h"
#include "ultima/ultima8/misc/common_types.h"
#include "ultima/ultima8/misc/direction.h"
namespace Ultima {
namespace Ultima8 {
enum MouseButtonState {
MBS_DOWN = 0x1,
MBS_HANDLED = 0x2 // Mousedown event handled
};
struct MButton {
uint16 _downGump;
uint32 _lastDown;
uint32 _curDown;
Common::Point _downPoint;
int _state;
MButton() : _downGump(0), _curDown(0), _lastDown(0), _state(MBS_HANDLED)
{
}
bool isState(MouseButtonState state) const {
return _state & state;
}
void setState(MouseButtonState state) {
_state |= state;
}
void clearState(MouseButtonState state) {
_state &= ~state;
}
//! True if the current state is unhandled and past the double click timeout.
bool isUnhandledPastTimeout(uint32 now, uint32 timeout) {
return !isState(MBS_HANDLED) && _curDown > 0 && (now - _curDown) > timeout;
}
//! True if the current state is unhandled and within the double click timeout.
bool isUnhandledDoubleClick(uint32 timeout) {
return !isState(MBS_HANDLED) && _lastDown > 0 && (_curDown - _lastDown) <= timeout;
}
};
class Gump;
class Mouse {
public:
enum MouseButton {
BUTTON_NONE = 0,
BUTTON_LEFT = 1,
BUTTON_RIGHT = 2,
BUTTON_MIDDLE = 3,
MOUSE_LAST
};
enum MouseCursor {
MOUSE_NORMAL = 0,
MOUSE_NONE = 1,
MOUSE_TARGET = 2,
MOUSE_WAIT = 3,
MOUSE_HAND = 4,
MOUSE_QUILL = 5,
MOUSE_MAGGLASS = 6,
MOUSE_CROSS = 7
};
enum DraggingState {
DRAG_NOT = 0,
DRAG_OK = 1,
DRAG_INVALID = 2,
DRAG_TEMPFAIL = 3
};
private:
static Mouse *_instance;
Common::Stack<MouseCursor> _cursors;
int _lastMouseFrame;
/**
* Time mouse started flashing, or 0
*/
uint32 _flashingCursorTime;
// mouse input state
MButton _mouseButton[MOUSE_LAST];
uint16 _mouseOverGump;
Common::Point _mousePos;
Common::Point _draggingOffset;
DraggingState _dragging;
ObjId _dragging_objId;
uint16 _draggingItem_startGump;
uint16 _draggingItem_lastGump;
int _walkThreshold;
int _runThreshold;
private:
void startDragging(int mx, int my);
void moveDragging(int mx, int my);
void stopDragging(int mx, int my);
int mouseFrameForDir(Direction mousedir) const;
public:
static Mouse *get_instance() { return _instance; }
public:
Mouse();
~Mouse();
/**
* Called when a mouse button is pressed down
*/
bool buttonDown(MouseButton button);
/**
* Called when a mouse ubtton is released
*/
bool buttonUp(MouseButton button);
//! get mouse cursor length. 0 = short, 1 = medium, 2 = long
int getMouseLength(int mx, int my) const;
//! get mouse cursor length for the current coordinates
int getMouseLength() const {
return getMouseLength(_mousePos.x, _mousePos.y);
}
//! get mouse cursor direction on the screen. 0 = up, 1 = up-right, 2 = right, etc...
Direction getMouseDirectionScreen(int mx, int my) const;
//! get mouse cursor direction on the screen using the current coordinates.
Direction getMouseDirectionScreen() const {
return getMouseDirectionScreen(_mousePos.x, _mousePos.y);
}
//! get mouse cursor direction in the world. 0 = up, 1 = up-right, 2 = right, etc...
Direction getMouseDirectionWorld(int mx, int my) const;
//! get mouse cursor direction in the world using the current coordinates.
Direction getMouseDirectionWorld() const {
return getMouseDirectionWorld(_mousePos.x, _mousePos.y);
}
//! get current mouse cursor location
void getMouseCoords(int32 &mx, int32 &my) const {
mx = _mousePos.x;
my = _mousePos.y;
}
//! set current mouse cursor location
void setMouseCoords(int mx, int my);
bool isMouseDownEvent(MouseButton button) const;
//! remove all existing cursors
void popAllCursors();
//! set the current mouse cursor
void setMouseCursor(MouseCursor cursor);
//! flash the red cross mouse cursor for a brief while
void flashCrossCursor();
//! push the current mouse cursor to the stack
void pushMouseCursor(MouseCursor cursor);
//! pop the last mouse cursor from the stack
void popMouseCursor();
//! get the current mouse frame
int getMouseFrame();
DraggingState dragging() const { return _dragging; }
void setDraggingOffset(int32 x, int32 y) {
_draggingOffset.x = x;
_draggingOffset.y = y;
}
void getDraggingOffset(int32 &x, int32 &y) {
x = _draggingOffset.x;
y = _draggingOffset.y;
}
uint32 getDoubleClickTime() const;
void handleDelayedEvents();
Gump *getMouseOverGump() const;
void resetMouseOverGump() { _mouseOverGump = 0; }
void update();
};
} // End of namespace Ultima8
} // End of namespace Ultima
#endif