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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.
*
*/
#if 0
#if !defined(HAVE_GLES2)
#include "GLee.h"
#else
#include <GLES2/gl2.h>
#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
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