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mouse.cpp

/* 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-2-0/engines/draci/mouse.cpp $
 * $Id: mouse.cpp 47118 2010-01-07 15:07:36Z marcus_c $
 *
 */

#include "draci/draci.h"
#include "draci/game.h"
#include "draci/mouse.h"
#include "draci/barchive.h"
#include "draci/screen.h"
#include "draci/sprite.h"

#include "graphics/cursorman.h"

#include "common/system.h"

namespace Draci {

Mouse::Mouse(DraciEngine *vm) {
      _x = 0;
      _y = 0;
      _lButton = false;
      _rButton = false;
      _cursorType = kUninitializedCursor;
      _vm = vm;
}

void Mouse::handleEvent(Common::Event event) {
      switch (event.type) {
      case Common::EVENT_LBUTTONDOWN:
            debugC(6, kDraciGeneralDebugLevel, "Left button down (x: %u y: %u)", _x, _y);
            _lButton = true;
            break;

      case Common::EVENT_LBUTTONUP:
            debugC(6, kDraciGeneralDebugLevel, "Left button up (x: %u y: %u)", _x, _y);
                // Don't set _lButton to false, because some touchpads generate
                // down and up at such a quick succession, that they will
                // cancel each other in the same call of handleEvents().  Let
                // the game clear this flag by calling lButtonSet() instead.
            break;

      case Common::EVENT_RBUTTONDOWN:
            debugC(6, kDraciGeneralDebugLevel, "Right button down (x: %u y: %u)", _x, _y);
            _rButton = true;
            break;

      case Common::EVENT_RBUTTONUP:
            debugC(6, kDraciGeneralDebugLevel, "Right button up (x: %u y: %u)", _x, _y);
            break;

      case Common::EVENT_MOUSEMOVE:
            debugC(6, kDraciGeneralDebugLevel, "Mouse move (x: %u y: %u)", _x, _y);
            _x = (uint16) event.mouse.x;
            _y = (uint16) event.mouse.y;
            break;

      default:
            break;
      }
}

void Mouse::cursorOn() {
      CursorMan.showMouse(true);
}

void Mouse::cursorOff() {
      CursorMan.showMouse(false);
}

bool Mouse::isCursorOn() const {
      return CursorMan.isVisible();
}

void Mouse::setPosition(uint16 x, uint16 y) {
      _vm->_system->warpMouse(x, y);
}

void Mouse::setCursorType(CursorType cur) {
      if (cur == getCursorType()) {
            return;
      }
      _cursorType = cur;

      const BAFile *f;
      f = _vm->_iconsArchive->getFile(cur);

      Sprite sp(f->_data, f->_length, 0, 0, true);
      CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColours);
      CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
              sp.getWidth() / 2, sp.getHeight() / 2, 255);
}

void Mouse::loadItemCursor(const GameItem *item, bool highlighted) {
      const int itemID = item->_absNum;
      const int archiveIndex = 2 * itemID + highlighted;
      CursorType newCursor = static_cast<CursorType> (kItemCursor + archiveIndex);
      if (newCursor == getCursorType()) {
            return;
      }
      _cursorType = newCursor;

      const BAFile *f;
      f = _vm->_itemImagesArchive->getFile(archiveIndex);

      Sprite sp(f->_data, f->_length, 0, 0, true);
      CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColours);
      CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
              sp.getWidth() / 2, sp.getHeight() / 2, 255);
}

} // End of namespace Draci

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