/* 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. * */ #ifndef SCI_GRAPHICS_CURSOR32_H #define SCI_GRAPHICS_CURSOR32_H #include "common/array.h" // for Array #include "common/rect.h" // for Point, Rect #include "common/scummsys.h" // for int16, byte, uint8 #include "common/serializer.h" // for Serializable, Serializer (ptr only) #include "sci/graphics/celobj32.h" // for CelInfo32 #include "sci/graphics/helpers.h" // for GuiResourceId namespace Sci { class GfxCursor32 : public Common::Serializable { public: GfxCursor32(); ~GfxCursor32(); /** * Initialises the cursor system with the given buffer to use as the output * buffer for rendering the cursor. */ void init(const Buffer &outputBuffer); /** * Called when the hardware mouse moves. */ bool deviceMoved(Common::Point &position); /** * Called by GfxFrameout once for each show rectangle that is going to be * drawn to hardware. */ void gonnaPaint(Common::Rect paintRect); /** * Called by GfxFrameout when the rendering to hardware begins. */ void paintStarting(); /** * Called by GfxFrameout when the output buffer has finished rendering to * hardware. */ void donePainting(); /** * Hides the cursor. Each call to `hide` will increment a hide counter, * which must be returned to 0 before the cursor will be shown again. */ void hide(); /** * Shows the cursor, if the hide counter is returned to 0. */ void unhide(); /** * Shows the cursor regardless of the state of the hide counter. */ void show(); /** * Sets the view used to render the cursor. */ void setView(const GuiResourceId viewId, const int16 loopNo, const int16 celNo); /** * Explicitly sets the position of the cursor, in game script coordinates. */ void setPosition(const Common::Point &position); /** * Sets the region that the mouse is allowed to move within. */ void setRestrictedArea(const Common::Rect &rect); /** * Removes restrictions on mouse movement. */ void clearRestrictedArea(); virtual void saveLoadWithSerializer(Common::Serializer &ser); private: struct DrawRegion { Common::Rect rect; byte *data; uint8 skipColor; DrawRegion() : data(nullptr) {} }; /** * Information about the current cursor. Used to restore cursor when loading * a savegame. */ CelInfo32 _cursorInfo; /** * The content of the frame buffer which was behind the cursor prior to its * being drawn. */ DrawRegion _cursorBack; /** * Scratch buffer. */ DrawRegion _scratch1; /** * Scratch buffer 2. */ DrawRegion _scratch2; /** * A draw region representing the entire output buffer. */ DrawRegion _screenRegion; /** * The region behind the cursor immediately before it is painted to the * output buffer. */ DrawRegion _savedScreenRegion; /** * The cursor bitmap. */ DrawRegion _cursor; /** * The width and height of the cursor, in screen coordinates. */ int16 _width, _height; /** * The output buffer where the cursor is rendered. */ Buffer _screen; /** * The number of times the cursor has been hidden. */ int _hideCount; /** * The rendered position of the cursor, in screen coordinates. */ Common::Point _position; /** * The position of the cursor hot spot, relative to the cursor origin, in * screen pixels. */ Common::Point _hotSpot; /** * The area within which the cursor is allowed to move, in screen pixels. */ Common::Rect _restrictedArea; /** * Indicates whether or not the cursor needs to be repainted on the output * buffer due to a change of graphics in the area underneath the cursor. */ bool _needsPaint; /** * Reads data from the output buffer to the given draw region. */ void copyFromScreen(DrawRegion &target); /** * Copies pixel data from the given source to the given target. If SKIP is * true, pixels that match the `skipColor` property of the source will be * skipped. * * @note In SSCI, the function that did not handle skip color was called * `copy` and the one that did was called `paint`. */ template void copy(DrawRegion &target, const DrawRegion &source); /** * Draws the cursor to the position it was drawn to prior to moving * offscreen or being hidden by a call to `hide`. */ void revealCursor(); /** * Draws the given source to the output buffer. */ void drawToScreen(const DrawRegion &source); /** * Renders the cursor at its new location. */ void move(); #ifdef ENABLE_SCI32_MAC public: void setMacCursorRemapList(int cursorCount, reg_t *cursors); private: // Mac versions of games use a remap list to remap their cursors Common::Array _macCursorRemap; #endif }; } // End of namespace Sci #endif