22 #ifndef CHEWY_CURSOR_H 23 #define CHEWY_CURSOR_H 25 #include "chewy/globals.h" 43 bool isCursorVisible()
const;
44 void setAnimation(uint8 start, uint8 end, int16 delay);
45 void setCustomCursor(byte *data, uint16 width, uint16 height);
46 void setCustomRoomCursor(byte *roomSprite);
47 void clearCustomCursor();
48 void move(int16 x, int16 y);
49 uint8 getAnimStart()
const {
return _animStart; }
51 byte *getCursorSprite()
const {
return _currentCursor.data; }
52 uint16 getCursorWidth()
const {
return _currentCursor.width; }
53 uint16 getCursorHeight()
const {
return _currentCursor.height; }
54 byte *getCursorSprite(uint num)
const {
return _curSprites[num].data; }
55 uint16 getCursorWidth(uint num)
const {
return _curSprites[num].width; }
56 uint16 getCursorHeight(uint num)
const {
return _curSprites[num].height; }
58 void setInventoryCursor(
int num) {
61 setAnimation(num, num, (1 + _G(gameState).DelaySpeed) * 5);
63 int getInventoryCursor()
const {
return _invCursor; }
64 bool usingInventoryCursor()
const {
return _invCursor >= 0; }
70 uint32 _cursorCount = 0;
71 uint32 _invCursorCount = 0;
74 int16 _curAniCountdown = 0;
Out move(In first, In last, Out dst)
Definition: algorithm.h:109