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/* 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.
*
* $Header$
*/
#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 Object_mouse, but with anim resource & pc (needed if
// sprite is to act as mouse detection mask)
struct Mouse_unit {
// 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 Object_mouse
// 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
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