/* 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. * */ #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, kNumColors); 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 ? 1 : 0); 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, kNumColors); CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(), sp.getWidth() / 2, sp.getHeight() / 2, 255); } } // End of namespace Draci