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/***************************************************************************
* Copyright (C) 2005-2013 by the FIFE team *
* http://www.fifengine.net *
* This file is part of FIFE. *
* *
* FIFE is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library 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 *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
***************************************************************************/
#ifndef FIFE_CURSOR_H
#define FIFE_CURSOR_H
// Standard C++ library includes
// 3rd party library includes
// FIFE includes
// These includes are split up in two parts, separated by one empty line
// First block: files included from the FIFE root src directory
// Second block: files included from the same folder
#include "animation.h"
struct SDL_Cursor;
namespace FIFE {
class RenderBackend;
class TimeManager;
/** Defines the type of shown cursor
* native -> default cursor
* image -> cursor from image pool
* animation -> cursor from animation pool
*/
enum MouseCursorType {
CURSOR_NONE,
CURSOR_NATIVE,
CURSOR_IMAGE,
CURSOR_ANIMATION
};
/** Defines some common native cursors between platforms.
* In addition to these, you can use the values in:
* Windows: http://msdn.microsoft.com/en-us/library/ms648391(VS.85).aspx
* X11: http://fife.pastebin.com/f5b89dd6b
*/
enum NativeCursor {
// Start on 1000000 to avoid id-clashes with X11 and windows
NC_ARROW = 1000000, // Standard arrow
NC_IBEAM, // I-beam for text selection
NC_WAIT, // Hourglass
NC_CROSS, // Crosshair
NC_UPARROW, // Vertical arrow
NC_RESIZENW, // Cursor for resize in northwest corner
NC_RESIZESE, //
NC_RESIZESW, //
NC_RESIZENE, //
NC_RESIZEE, //
NC_RESIZEW, //
NC_RESIZEN, //
NC_RESIZES, //
NC_RESIZEALL, // Four-pointed arrow pointing north, south, east, and west
NC_NO, // Slashed circle
NC_HAND, // Hand. Common for links, etc.
NC_APPSTARTING, // Standard arrow and small hourglass
NC_HELP // Arrow and question mark
};
/** Cursor class manages mouse cursor handling
*/
class Cursor {
public:
/** Constructor.
*/
Cursor(RenderBackend* renderbackend);
/** Destructor.
*/
virtual ~Cursor() { invalidate(); }
void invalidate();
/** draws cursor on screen
*/
virtual void draw();
/** Sets the current mouse cursor
* @param cursor_id For native cursors, this is the resource id to native cursor, or one of the values in NativeCursor
*/
void set(uint32_t cursor_id=0);
/** Sets the current mouse cursor type to image
* @param image ImagePtr to a image used for the cursor
*/
void set(ImagePtr image);
/** Sets the current mouse cursor type to animation
* @param anim AnimationPtr to a loaded animation used for the cursor
*/
void set(AnimationPtr anim);
/** Sets the current drag image cursor
* @param image ImagePtr to a image used for the drag
* @param drag_offset_x X Offset to display image when dragging.
* @param drag_offset_y Y Offset to display image when dragging.
* @note to reset the cursors drag call cursor.setDrag(Cursor::CURSOR_NONE, 0, 0)
*/
void setDrag(ImagePtr image, int32_t drag_offset_x=0, int32_t drag_offset_y=0);
/** Sets the current drag animated cursor
* @param anim AnimationPtr to a loaded animation used for the drag
* @param drag_offset_x X Offset to display animation when dragging.
* @param drag_offset_y Y Offset to display animation when dragging.
* @note to reset the cursors drag call cursor.setDrag(Cursor::CURSOR_NONE, 0, 0)
*/
void setDrag(AnimationPtr anim, int32_t drag_offset_x=0, int32_t drag_offset_y=0);
/** Resets the cursor drag type to CURSOR_NONE
*/
void resetDrag();
/** Gets the current mouse cursor type
*/
MouseCursorType getType() const { return m_cursor_type; }
/** Gets the current mouse cursor handle
*/
uint32_t getId() const { return m_cursor_id; }
/** Gets the current mouse image
*/
ImagePtr getImage() { return m_cursor_image; }
/** Gets the current mouse animation
*/
AnimationPtr getAnimation() { return m_cursor_animation; }
/** Gets the current mouse cursor type
*/
MouseCursorType getDragType() const { return m_drag_type; }
/** Gets the current mouse drag image
*/
ImagePtr getDragImage() { return m_cursor_drag_image; }
/** Gets the current mouse drag animation
*/
AnimationPtr getDragAnimation() { return m_cursor_drag_animation; }
/** Gets the current mouse x position
*/
uint32_t getX() const { return m_mx; }
/** Gets the current mouse y position
*/
uint32_t getY() const { return m_my; }
/** Set the mouse position
* @param x,y: The new position in screen coordinates
*/
void setPosition(uint32_t x, uint32_t y);
/** Get the current mouse position
*/
void getPosition(int32_t* x, int32_t* y);
protected:
/** Sets the cursor to a native type.
* @param cursor_id Resource id to native cursor, or one of the values in NativeCursor
*/
void setNativeCursor(uint32_t cursor_id);
/** To get some consistancy between platforms, this function checks
* if cursor_id matches any of the values in NativeCursor, and
* returns the resource ID specific to the running platform.
* If no match is found, cursor_id is returned.
*
* @param cursor_id One of the values in NativeCursor
*/
uint32_t getNativeId(uint32_t cursor_id);
private:
uint32_t m_cursor_id;
MouseCursorType m_cursor_type;
MouseCursorType m_drag_type;
SDL_Cursor* m_native_cursor;
ImagePtr m_cursor_image;
ImagePtr m_cursor_drag_image;
AnimationPtr m_cursor_animation;
AnimationPtr m_cursor_drag_animation;
RenderBackend* m_renderbackend;
uint32_t m_animtime;
uint32_t m_drag_animtime;
int32_t m_drag_offset_x;
int32_t m_drag_offset_y;
int32_t m_mx;
int32_t m_my;
TimeManager* m_timemanager;
bool m_invalidated;
};
} //FIFE
#endif
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