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author | Torbjörn Andersson | 2003-11-02 18:50:09 +0000 |
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committer | Torbjörn Andersson | 2003-11-02 18:50:09 +0000 |
commit | 7ec257ae3f48275a911bc503aa7ed4591b06ceac (patch) | |
tree | e24b09e4bbad9fb6a933d4f376d5c4815aa214ba /sword2/sword2.h | |
parent | c58b3819bb320bd3bd2fa023e6369fbbf0cae63b (diff) | |
download | scummvm-rg350-7ec257ae3f48275a911bc503aa7ed4591b06ceac.tar.gz scummvm-rg350-7ec257ae3f48275a911bc503aa7ed4591b06ceac.tar.bz2 scummvm-rg350-7ec257ae3f48275a911bc503aa7ed4591b06ceac.zip |
Even more stuff moving into Sword2Engine. I'm tempted to make a new class
for the mouse stuff, but I need to think about that a bit more. I have a
feeling the code could be cleaned up a bit anyway...
svn-id: r11060
Diffstat (limited to 'sword2/sword2.h')
-rw-r--r-- | sword2/sword2.h | 55 |
1 files changed, 52 insertions, 3 deletions
diff --git a/sword2/sword2.h b/sword2/sword2.h index e84b4985a7..8d44e81f96 100644 --- a/sword2/sword2.h +++ b/sword2/sword2.h @@ -30,6 +30,7 @@ #include "sword2/events.h" #include "sword2/icons.h" #include "sword2/layers.h" +#include "sword2/mouse.h" #include "sword2/object.h" #include "sword2/driver/d_sound.h" #include "sword2/driver/d_draw.h" @@ -170,9 +171,6 @@ public: uint32 _curFgp0; uint32 _curFgp1; - // So I know if the control panel can be activated - int32 _mouseStatus; - // Debugging stuff uint32 _largestLayerArea; @@ -227,6 +225,57 @@ public: void setUpBackgroundLayers(void); + uint32 _curMouse; + Mouse_unit _mouseList[TOTAL_mouse_list]; + + // Set by checkMouseList() + uint32 _mouseTouching; + uint32 _oldMouseTouching; + + uint32 _menuSelectedPos; + + // If it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor + // area (or hidden hot-zone) + + uint32 _mousePointerRes; + + uint32 _mouseMode; + bool _examiningMenuIcon; + + bool _mouseStatus; // Human 0 on/1 off + bool _mouseModeLocked; // 0 not !0 mode cannot be changed from + // normal mouse to top menu (i.e. when + // carrying big objects) + uint32 _realLuggageItem; // Last minute for pause mode + uint32 _currentLuggageResource; + uint32 _oldButton; // For the re-click stuff - must be + // the same button you see + uint32 _buttonClick; + uint32 _pointerTextBlocNo; + uint32 _playerActivityDelay; // Player activity delay counter + + void resetMouseList(void); + + void normalMouse(void); + void menuMouse(void); + void dragMouse(void); + void systemMenuMouse(void); + + void mouseOnOff(void); + uint32 checkMouseList(void); + void mouseEngine(void); + + void setMouse(uint32 res); + void setLuggage(uint32 res); + + void clearPointerText(void); + + void createPointerText(uint32 text_id, uint32 pointer_res); + void monitorPlayerActivity(void); + void noHuman(void); + + void registerMouse(Object_mouse *ob_mouse); + void errorString(const char *buf_input, char *buf_output); void initialiseFontResourceFlags(void); void initialiseFontResourceFlags(uint8 language); |