/* 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. * */ #if 0 #if !defined(HAVE_GLES2) #include "GLee.h" #else #include #endif #endif #include "allfiles.h" #include "cursors.h" #include "colours.h" #include "sprites.h" #include "sprbanks.h" #include "people.h" #include "sludger.h" namespace Sludge { personaAnimation *mouseCursorAnim; int mouseCursorFrameNum = 0; int mouseCursorCountUp = 0; extern inputType input; void pickAnimCursor(personaAnimation *pp) { deleteAnim(mouseCursorAnim); mouseCursorAnim = pp; mouseCursorFrameNum = 0; mouseCursorCountUp = 0; } void displayCursor() { #if 0 if (mouseCursorAnim && mouseCursorAnim -> numFrames) { int spriteNum = mouseCursorAnim -> frames[mouseCursorFrameNum].frameNum; int flipMe = 0; if (spriteNum < 0) { spriteNum = -spriteNum; flipMe = 1; if (spriteNum >= mouseCursorAnim -> theSprites -> bank.total) spriteNum = 0; } else { if (spriteNum >= mouseCursorAnim -> theSprites -> bank.total) flipMe = 2; } if (flipMe != 2) { (flipMe ? flipFontSprite : fontSprite)(input.mouseX, input.mouseY, mouseCursorAnim -> theSprites -> bank.sprites[spriteNum], mouseCursorAnim -> theSprites -> bank.myPalette /* ( spritePalette&) NULL*/); } if (++ mouseCursorCountUp >= mouseCursorAnim -> frames[mouseCursorFrameNum].howMany) { mouseCursorCountUp = 0; mouseCursorFrameNum ++; mouseCursorFrameNum %= mouseCursorAnim -> numFrames; } } #endif } void pasteCursor(int x, int y, personaAnimation *c) { if (c->numFrames) pasteSpriteToBackDrop(x, y, c->theSprites->bank.sprites[c->frames[0].frameNum], c->theSprites->bank.myPalette); } } // End of namespace Sludge