/* Copyright (C) 1994-2004 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #ifndef MOUSE_H #define MOUSE_H #define TOTAL_mouse_list 50 namespace Sword2 { enum { MOUSE_normal = 0, // normal in game MOUSE_menu = 1, // menu chooser MOUSE_drag = 2, // dragging luggage MOUSE_system_menu = 3, // system menu chooser MOUSE_holding = 4 // special }; // The MOUSE_holding mode is entered when the conversation menu is closed, and // exited when the mouse cursor moves off that menu area. I don't know why yet. // mouse unit - like ObjectMouse, but with anim resource & pc (needed if // sprite is to act as mouse detection mask) struct MouseUnit { // Top-left and bottom-right of mouse area. These coords are inclusive int32 x1; int32 y1; int32 x2; int32 y2; int32 priority; // type (or resource id?) of pointer used over this area int32 pointer; // up to here, this is basically a copy of the ObjectMouse // structure, but then we have... // object id, used when checking mouse list int32 id; // resource id of animation file (if sprite to be used as mask) - // otherwise 0 int32 anim_resource; // current frame number of animation int32 anim_pc; // local id of text line to print when pointer highlights an object int32 pointer_text; }; } // End of namespace Sword2 #endif