1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
|
/* Copyright (C) 1994-2003 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.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
namespace Sword2 {
#define MOUSEFLASHFRAME 6
/**
* Logs the mouse button event passed in buttons. The button events are
* defined as RD_LEFTBUTTONDOWN, RD_LEFTBUTTONUP, RD_RIGHTBUTTONDOWN and
* RD_RIGHTBUTTONUP.
*/
void Input::logMouseEvent(uint16 buttons) {
// We need to leave the one, which is the current event, alone!
if (_mouseBacklog == MAX_MOUSE_EVENTS - 1)
return;
_mouseLog[(_mouseBacklog + _mouseLogPos) % MAX_MOUSE_EVENTS].buttons = buttons;
_mouseBacklog++;
}
bool Input::checkForMouseEvents(void) {
return _mouseBacklog != 0;
}
/**
* Get the next pending mouse event.
* @return a pointer to the mouse event, or NULL of there is none
*/
_mouseEvent *Input::mouseEvent(void) {
_mouseEvent *me;
if (_mouseBacklog) {
me = &_mouseLog[_mouseLogPos];
if (++_mouseLogPos == MAX_MOUSE_EVENTS)
_mouseLogPos = 0;
_mouseBacklog--;
return me;
}
return NULL;
}
void Graphics::resetRenderEngine(void) {
_parallaxScrollX = 0;
_parallaxScrollY = 0;
_scrollX = 0;
_scrollY = 0;
}
// FIXME: The original code used 0 for transparency, while our backend uses
// 0xFF. That means that parts of the mouse cursor that weren't meant to be
// transparent may be now.
void Graphics::decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff, int yOff) {
int32 size = width * height;
int32 i = 0;
int x = 0;
int y = 0;
while (i < size) {
if (*comp > 183) {
decomp[(y + yOff) * pitch + x + xOff] = *comp++;
if (++x >= width) {
x = 0;
y++;
}
i++;
} else {
x += *comp;
while (x >= width) {
y++;
x -= width;
}
i += *comp++;
}
}
}
void Graphics::drawMouse(void) {
if (!_mouseAnim && !_luggageAnim)
return;
// When an object is used in the game, the mouse cursor should be a
// combination of a standard mouse cursor and a luggage cursor.
//
// However, judging by the original code luggage cursors can also
// appear on their own. I have no idea which cases though.
uint16 mouse_width = 0;
uint16 mouse_height = 0;
uint16 hotspot_x = 0;
uint16 hotspot_y = 0;
int deltaX = 0;
int deltaY = 0;
if (_mouseAnim) {
hotspot_x = _mouseAnim->xHotSpot;
hotspot_y = _mouseAnim->yHotSpot;
mouse_width = _mouseAnim->mousew;
mouse_height = _mouseAnim->mouseh;
}
if (_luggageAnim) {
if (!_mouseAnim) {
hotspot_x = _luggageAnim->xHotSpot;
hotspot_y = _luggageAnim->yHotSpot;
}
if (_luggageAnim->mousew > mouse_width)
mouse_width = _luggageAnim->mousew;
if (_luggageAnim->mouseh > mouse_height)
mouse_height = _luggageAnim->mouseh;
}
if (_mouseAnim && _luggageAnim) {
deltaX = _mouseAnim->xHotSpot - _luggageAnim->xHotSpot;
deltaY = _mouseAnim->yHotSpot - _luggageAnim->yHotSpot;
}
assert(deltaX >= 0);
assert(deltaY >= 0);
// HACK for maximum cursor size. (The SDL backend imposes this
// restriction)
if (mouse_width + deltaX > MAX_MOUSE_W)
deltaX = 80 - mouse_width;
if (mouse_height + deltaY > MAX_MOUSE_H)
deltaY = 80 - mouse_height;
mouse_width += deltaX;
mouse_height += deltaY;
if ((uint32) (mouse_width * mouse_height) > sizeof(_mouseData)) {
warning("Mouse cursor too large");
return;
}
memset(_mouseData, 0xFF, mouse_width * mouse_height);
if (_luggageAnim)
decompressMouse(_mouseData, (uint8 *) _luggageAnim + READ_LE_UINT32(_luggageOffset), _luggageAnim->mousew,
_luggageAnim->mouseh, mouse_width, deltaX, deltaY);
if (_mouseAnim)
decompressMouse(_mouseData, _mouseSprite, _mouseAnim->mousew, _mouseAnim->mouseh, mouse_width);
_vm->_system->set_mouse_cursor(_mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y);
}
/**
* Animates the current mouse pointer
*/
int32 Graphics::animateMouse(void) {
uint8 prevMouseFrame = _mouseFrame;
if (!_mouseAnim)
return RDERR_UNKNOWN;
if (++_mouseFrame == _mouseAnim->noAnimFrames)
_mouseFrame = MOUSEFLASHFRAME;
_mouseSprite = (uint8 *) _mouseAnim + READ_LE_UINT32(_mouseOffsets + _mouseFrame);
if (_mouseFrame != prevMouseFrame)
drawMouse();
return RD_OK;
}
/**
* Sets the mouse cursor animation.
* @param ma a pointer to the animation data, or NULL to clear the current one
* @param size the size of the mouse animation data
* @param mouseFlash RDMOUSE_FLASH or RDMOUSE_NOFLASH, depending on whether
* or not there is a lead-in animation
*/
int32 Graphics::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
if (_mouseAnim) {
free(_mouseAnim);
_mouseAnim = NULL;
}
if (ma) {
if (mouseFlash == RDMOUSE_FLASH)
_mouseFrame = 0;
else
_mouseFrame = MOUSEFLASHFRAME;
_mouseAnim = (struct _mouseAnim *) malloc(size);
if (!_mouseAnim)
return RDERR_OUTOFMEMORY;
memcpy((uint8 *) _mouseAnim, ma, size);
_mouseOffsets = (int32 *) ((uint8 *) _mouseAnim + sizeof(struct _mouseAnim));
animateMouse();
drawMouse();
_vm->_system->show_mouse(true);
} else {
if (_luggageAnim)
drawMouse();
else
_vm->_system->show_mouse(false);
}
return RD_OK;
}
/**
* Sets the "luggage" animation to accompany the mouse animation. Luggage
* sprites are of the same format as mouse sprites.
* @param ma a pointer to the animation data, or NULL to clear the current one
* @param size the size of the animation data
*/
int32 Graphics::setLuggageAnim(uint8 *ma, int32 size) {
if (_luggageAnim) {
free(_luggageAnim);
_luggageAnim = NULL;
}
if (ma) {
_luggageAnim = (struct _mouseAnim *) malloc(size);
if (!_luggageAnim)
return RDERR_OUTOFMEMORY;
memcpy((uint8 *) _luggageAnim, ma, size);
_luggageOffset = (int32 *) ((uint8 *) _luggageAnim + sizeof(struct _mouseAnim));
animateMouse();
drawMouse();
_vm->_system->show_mouse(true);
} else {
if (_mouseAnim)
drawMouse();
else
_vm->_system->show_mouse(false);
}
return RD_OK;
}
} // End of namespace Sword2
|