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/* 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.
*
* $URL$
* $Id$
*
*/
#include "draci/draci.h"
#include "draci/mouse.h"
#include "draci/barchive.h"
namespace Draci {
Mouse::Mouse(DraciEngine *vm) {
_x = 0;
_y = 0;
_lButton = false;
_rButton = false;
_cursorType = kNormalCursor;
_vm = vm;
}
void Mouse::handleEvent(Common::Event event) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
debugC(6, kDraciGeneralDebugLevel, "Left button down (x: %u y: %u)", _x, _y);
_lButton = true;
break;
case Common::EVENT_LBUTTONUP:
debugC(6, kDraciGeneralDebugLevel, "Left button up (x: %u y: %u)", _x, _y);
// Don't set _lButton to false, because some touchpads generate
// down and up at such a quick succession, that they will
// cancel each other in the same call of handleEvents(). Let
// the game clear this flag by calling lButtonSet() instead.
break;
case Common::EVENT_RBUTTONDOWN:
debugC(6, kDraciGeneralDebugLevel, "Right button down (x: %u y: %u)", _x, _y);
_rButton = true;
break;
case Common::EVENT_RBUTTONUP:
debugC(6, kDraciGeneralDebugLevel, "Right button up (x: %u y: %u)", _x, _y);
break;
case Common::EVENT_MOUSEMOVE:
debugC(6, kDraciGeneralDebugLevel, "Mouse move (x: %u y: %u)", _x, _y);
_x = (uint16) event.mouse.x;
_y = (uint16) event.mouse.y;
break;
default:
break;
}
}
void Mouse::cursorOn() {
CursorMan.showMouse(true);
}
void Mouse::cursorOff() {
CursorMan.showMouse(false);
}
bool Mouse::isCursorOn() const {
return CursorMan.isVisible();
}
void Mouse::setPosition(uint16 x, uint16 y) {
_vm->_system->warpMouse(x, y);
}
void Mouse::setCursorType(CursorType cur) {
_cursorType = cur;
const BAFile *f;
f = _vm->_iconsArchive->getFile(_cursorType);
Sprite sp(f->_data, f->_length, 0, 0, true);
CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColours);
CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
sp.getWidth() / 2, sp.getHeight() / 2);
}
void Mouse::loadItemCursor(int itemID, bool highlighted) {
const BAFile *f;
f = _vm->_itemImagesArchive->getFile(2 * itemID + highlighted);
Sprite sp(f->_data, f->_length, 0, 0, true);
CursorMan.replaceCursorPalette(_vm->_screen->getPalette(), 0, kNumColours);
CursorMan.replaceCursor(sp.getBuffer(), sp.getWidth(), sp.getHeight(),
sp.getWidth() / 2, sp.getHeight() / 2);
}
}
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