ScummVM API documentation
gui_mouse.h
1
2/* ScummVM - Graphic Adventure Engine
3 *
4 * ScummVM is the legal property of its developers, whose names
5 * are too numerous to list here. Please refer to the COPYRIGHT
6 * file distributed with this source distribution.
7 *
8 * This program is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 */
22
23#ifndef M4_GUI_GUI_MOUSE_H
24#define M4_GUI_GUI_MOUSE_H
25
26#include "m4/m4_types.h"
27#include "m4/gui/gui_univ.h"
28#include "m4/mem/reloc.h"
29
30namespace M4 {
31
32constexpr uint32 kArrowCursor = 0;
33
35 ScreenContext *_mouseScreen = nullptr;
36 transSprite *_mouseScreenSource = nullptr;
37
38 Buffer _mouseBuffer; // A scratch buffer used by RedrawMouse()
39 Common::String _mouseSeriesResource;
40 MemHandle _mouseSeriesHandle = nullptr;
41 int32 _mouseSeriesOffset = 0;
42 int32 _mouseSeriesPalOffset = 0;
43 M4sprite *_mouseSprite = nullptr; // The specific sprite which is drawn to indicate the current mouse position.
44 int32 _mouseX1offset = 0; // These two are the "x" and "Y" offset into the sprite which will center that
45 int32 _mouseY1offset = 0; // sprite onto the current mouse position. ie. the mouse "hot spot".
46 int32 _mouseX2offset = 0; // These two are the horizontal and vertical distances from the mouse "hot spot"
47 int32 _mouseY2offset = 0; // to the edge of the sprite.
48 int32 _currMouseNum = 0; // The current index into the sprite series of the sprite which currently is the mouse.
49 bool _mouseIsLocked = false; // An bool which when TRUE will prevent any other mouse from being set.
50 int32 _newMouseNum = 0; // An int32 which stores the currMouseNum while the mouse is locked.
51
52 int32 _hideMouseX1 = MIN_VIDEO_X - 1; // These 4 represent the mouse "hide" rectangle. The mouse is drawn if'f it is
53 int32 _hideMouseY1 = MIN_VIDEO_Y - 1; // located within the mouse "show" rectangle (below), or it is not within the
54 int32 _hideMouseX2 = MIN_VIDEO_X - 1; // mouse "hide" rectangle. ie. If the "hide" rect covers the whole monitor, and
55 int32 _hideMouseY2 = MIN_VIDEO_Y - 1; // the "show" rectangle covers a specific window, then the mouse will be hidden
56 // everywhere except within the specific window.
57 int32 _showMouseX1 = MIN_VIDEO_X; // These 4 represent the mouse "show" rectangle.
58 int32 _showMouseY1 = MIN_VIDEO_Y;
59 int32 _showMouseX2 = MAX_VIDEO_X;
60 int32 _showMouseY2 = MAX_VIDEO_Y;
61
62 int32 _mouseX = MAX_VIDEO_X >> 1; // The current mouse "x" position (global coords).
63 int32 _mouseY = MAX_VIDEO_Y >> 1; // The current mouse "y" position (global coords).
64
65 int32 _oldX = MAX_VIDEO_X >> 1; // The previous mouse "x" and "y" position. When the mouse has moved, the
66 int32 _oldY = MAX_VIDEO_Y >> 1; // position where the mouse sprite was last drawn is here.
67};
68
69bool gui_mouse_init();
70void gui_mouse_shutdown();
71bool mouse_set_sprite(int32 spriteNum);
72void gui_mouse_refresh();
73void mouse_hide();
74void mouse_show();
75void mouse_lock_sprite(int32 mouseNum);
76void mouse_unlock_sprite();
77
78} // End of namespace M4
79
80#endif
Definition: str.h:59
Definition: database.h:28
Definition: m4_types.h:54
Definition: gui.h:31
Definition: gui_mouse.h:34
Definition: gui_univ.h:46
Definition: gui.h:46