/* 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/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 : 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 &vmap); /** * Called when the hardware mouse moves. */ void 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(); void setMacCursorRemapList(int cursorCount, reg_t *cursors); virtual void saveLoadWithSerializer(Common::Serializer &ser); private: struct DrawRegion { Common::Rect rect; byte *data; uint8 skipColor; DrawRegion() : rect(), data(nullptr) {} }; /** * Information about the current cursor. * Used to restore cursor when loading a * savegame. */ CelInfo32 _cursorInfo; /** * Content behind the cursor? TODO */ DrawRegion _cursorBack; /** * Scratch buffer. */ DrawRegion _drawBuff1; /** * Scratch buffer 2. */ DrawRegion _drawBuff2; /** * A draw region representing the current * output buffer. */ DrawRegion _vmapRegion; /** * The content behind the cursor in the * output buffer. */ DrawRegion _savedVmapRegion; /** * 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 _vmap; /** * 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 _writeToVMAP; // Mac versions of games use a remap list to remap their cursors Common::Array _macCursorRemap; /** * Reads data from the output buffer or hardware * to the given draw region. */ void readVideo(DrawRegion &target); /** * Reads data from the output buffer to the * given draw region. */ void readVideoFromVmap(DrawRegion &target); /** * Copies pixel data from the given source to * the given target. */ void copy(DrawRegion &target, const DrawRegion &source); /** * Draws from the given source onto the given * target, skipping pixels in the source that * match the `skipColor` property. */ void paint(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 drawToHardware(const DrawRegion &source); /** * Renders the cursor at its new location. */ void move(); }; } // End of namespace Sci #endif