/* 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 "pink/pink.h" #include "pink/cel_decoder.h" #include "pink/cursor_mgr.h" #include "pink/objects/actions/action_cel.h" #include "pink/objects/actors/actor.h" #include "pink/objects/pages/game_page.h" namespace Pink { CursorMgr::CursorMgr(PinkEngine *game, GamePage *page) : _actor(nullptr), _page(page), _game(game), _isPlayingAnimation(0), _firstFrameIndex(0) {} CursorMgr::~CursorMgr() {} void CursorMgr::setCursor(uint index, Common::Point point, const Common::String &itemName) { if (index == kClickableFirstFrameCursor) { startAnimation(index); return hideItem(); } else if (index != kHoldingItemCursor){ if (index != kPDASecondCursor) { _game->setCursor(index); _isPlayingAnimation = 0; return hideItem(); } hideItem(); return startAnimation(index); } _game->setCursor(index); _isPlayingAnimation = 0; _actor = _actor ? _actor : _page->findActor(kCursor); assert(_actor); Action *action = _actor->findAction(itemName); assert(dynamic_cast(action)); if (action != _actor->getAction()) { _actor->setAction(action, 0); CelDecoder *decoder = static_cast(action)->getDecoder(); decoder->setX(point.x); decoder->setY(point.y); } else { CelDecoder *decoder = static_cast(action)->getDecoder(); decoder->setX(point.x); decoder->setY(point.y); } } void CursorMgr::update() { if (!_isPlayingAnimation) return; uint newTime = _game->getTotalPlayTime(); if (newTime - _time > kCursorsUpdateTime){ _time = newTime; _isSecondFrame = !_isSecondFrame; _game->setCursor(_firstFrameIndex + _isSecondFrame); } } void CursorMgr::setCursor(Common::String &cursorName, Common::Point point) { uint index; if (cursorName == kCursorNameExitLeft) index = kExitLeftCursor; else if (cursorName == kCursorNameExitRight) index = kExitRightCursor; else //if (cursorName == kCursorNameExitForward || cursorName == kCursorNameExitUp) index = kExitForwardCursor; //else //assert(0); setCursor(index, point, Common::String()); } void CursorMgr::hideItem() { if (_actor) _actor->hide(); } void CursorMgr::startAnimation(int index) { if (!_isPlayingAnimation) { _isPlayingAnimation = 1; _time = _game->getTotalPlayTime(); _firstFrameIndex = index; _isSecondFrame = 0; _game->setCursor(index); } } } // End of namespace Pink