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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 "graphics/cursorman.h"
#include "common/util.h"
#include "common/events.h"
#include "sci/sci.h"
#include "sci/engine/state.h"
#include "sci/tools.h"
#include "sci/gui/gui_palette.h"
#include "sci/gui/gui_view.h"
#include "sci/gui/gui_cursor.h"
namespace Sci {
SciGuiCursor::SciGuiCursor(ResourceManager *resMan, SciGuiPalette *palette)
: _resMan(resMan), _palette(palette) {
_rawBitmap = NULL;
setPosition(Common::Point(160, 150)); // TODO: how is that different in 640x400 games?
setMoveZone(Common::Rect(0, 0, 320, 200)); // TODO: hires games
}
SciGuiCursor::~SciGuiCursor() {
}
void SciGuiCursor::show() {
CursorMan.showMouse(true);
}
void SciGuiCursor::hide() {
CursorMan.showMouse(false);
}
void SciGuiCursor::setShape(GuiResourceId resourceId) {
Resource *resource;
byte *resourceData;
Common::Point hotspot = Common::Point(0, 0);
byte colorMapping[4];
int16 x, y;
byte color;
int16 maskA, maskB;
byte *pOut;
if (resourceId == -1) {
// no resourceId given, so we actually hide the cursor
hide();
return;
}
// Load cursor resource...
resource = _resMan->findResource(ResourceId(kResourceTypeCursor, resourceId), false);
if (!resource)
error("cursor resource %d not found", resourceId);
if (resource->size != SCI_CURSOR_SCI0_RESOURCESIZE)
error("cursor resource %d has invalid size", resourceId);
resourceData = resource->data;
// hotspot is specified for SCI1 cursors
hotspot.x = READ_LE_UINT16(resourceData);
hotspot.y = READ_LE_UINT16(resourceData + 2);
// bit 0 of resourceData[3] is set on <SCI1 games, which means center hotspot
if ((hotspot.x == 0) && (hotspot.y == 256))
hotspot.x = hotspot.y = SCI_CURSOR_SCI0_HEIGHTWIDTH / 2;
// Now find out what colors we are supposed to use
colorMapping[0] = 0; // Black is hardcoded
colorMapping[1] = _palette->matchColor(&_palette->_sysPalette, 255, 255, 255); // White
colorMapping[2] = SCI_CURSOR_SCI0_TRANSPARENCYCOLOR;
colorMapping[3] = _palette->matchColor(&_palette->_sysPalette, 170, 170, 170); // Grey
// Seek to actual data
resourceData += 4;
if (!_rawBitmap)
_rawBitmap = new byte[SCI_CURSOR_SCI0_HEIGHTWIDTH*SCI_CURSOR_SCI0_HEIGHTWIDTH];
pOut = _rawBitmap;
for (y = 0; y < SCI_CURSOR_SCI0_HEIGHTWIDTH; y++) {
maskA = READ_LE_UINT16(resourceData + (y << 1));
maskB = READ_LE_UINT16(resourceData + 32 + (y << 1));
for (x = 0; x < SCI_CURSOR_SCI0_HEIGHTWIDTH; x++) {
color = (((maskA << x) & 0x8000) | (((maskB << x) >> 1) & 0x4000)) >> 14;
*pOut++ = colorMapping[color];
}
}
CursorMan.replaceCursor(_rawBitmap, SCI_CURSOR_SCI0_HEIGHTWIDTH, SCI_CURSOR_SCI0_HEIGHTWIDTH, hotspot.x, hotspot.y, SCI_CURSOR_SCI0_TRANSPARENCYCOLOR);
CursorMan.showMouse(true);
}
void SciGuiCursor::setPosition(Common::Point pos) {
g_system->warpMouse(pos.x, pos.y);
}
Common::Point SciGuiCursor::getPosition() {
return g_system->getEventManager()->getMousePos();
}
void SciGuiCursor::refreshPosition() {
bool clipped = false;
Common::Point mousePoint = getPosition();
if (mousePoint.x < _moveZone.left) {
mousePoint.x = _moveZone.left;
clipped = true;
} else if (mousePoint.x >= _moveZone.right) {
mousePoint.x = _moveZone.right - 1;
clipped = true;
}
if (mousePoint.y < _moveZone.top) {
mousePoint.y = _moveZone.top;
clipped = true;
} else if (mousePoint.y >= _moveZone.bottom) {
mousePoint.y = _moveZone.bottom - 1;
clipped = true;
}
// FIXME: Do this only when mouse is grabbed?
if (clipped)
g_system->warpMouse(mousePoint.x, mousePoint.y);
}
} // End of namespace Sci
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