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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.
*
*/
#ifndef SCI_GRAPHICS_CURSOR32_H
#define SCI_GRAPHICS_CURSOR32_H
#include "common/array.h" // for Array
#include "common/rect.h" // for Point, Rect
#include "common/scummsys.h" // for int16, byte, uint8
#include "common/serializer.h" // for Serializable, Serializer (ptr only)
#include "sci/graphics/celobj32.h" // for CelInfo32
#include "sci/graphics/helpers.h" // for GuiResourceId
namespace Sci {
class GfxCursor32 : public Common::Serializable {
public:
GfxCursor32();
~GfxCursor32();
/**
* Initialises the cursor system with the given buffer to use as the output
* buffer for rendering the cursor.
*/
void init(const Buffer &outputBuffer);
/**
* Called when the hardware mouse moves.
*/
bool deviceMoved(Common::Point &position);
/**
* Called by GfxFrameout once for each show rectangle that is going to be
* drawn to hardware.
*/
void gonnaPaint(Common::Rect paintRect);
/**
* Called by GfxFrameout when the rendering to hardware begins.
*/
void paintStarting();
/**
* Called by GfxFrameout when the output buffer has finished rendering to
* hardware.
*/
void donePainting();
/**
* Hides the cursor. Each call to `hide` will increment a hide counter,
* which must be returned to 0 before the cursor will be shown again.
*/
void hide();
/**
* Shows the cursor, if the hide counter is returned to 0.
*/
void unhide();
/**
* Shows the cursor regardless of the state of the hide counter.
*/
void show();
/**
* Sets the view used to render the cursor.
*/
void setView(const GuiResourceId viewId, const int16 loopNo, const int16 celNo);
/**
* Explicitly sets the position of the cursor, in game script coordinates.
*/
void setPosition(const Common::Point &position);
/**
* Sets the region that the mouse is allowed to move within.
*/
void setRestrictedArea(const Common::Rect &rect);
/**
* Removes restrictions on mouse movement.
*/
void clearRestrictedArea();
virtual void saveLoadWithSerializer(Common::Serializer &ser);
private:
struct DrawRegion {
Common::Rect rect;
byte *data;
uint8 skipColor;
DrawRegion() : data(nullptr) {}
};
/**
* Information about the current cursor. Used to restore cursor when loading
* a savegame.
*/
CelInfo32 _cursorInfo;
/**
* The content of the frame buffer which was behind the cursor prior to its
* being drawn.
*/
DrawRegion _cursorBack;
/**
* Scratch buffer.
*/
DrawRegion _scratch1;
/**
* Scratch buffer 2.
*/
DrawRegion _scratch2;
/**
* A draw region representing the entire output buffer.
*/
DrawRegion _screenRegion;
/**
* The region behind the cursor immediately before it is painted to the
* output buffer.
*/
DrawRegion _savedScreenRegion;
/**
* The cursor bitmap.
*/
DrawRegion _cursor;
/**
* The width and height of the cursor, in screen coordinates.
*/
int16 _width, _height;
/**
* The output buffer where the cursor is rendered.
*/
Buffer _screen;
/**
* The number of times the cursor has been hidden.
*/
int _hideCount;
/**
* The rendered position of the cursor, in screen coordinates.
*/
Common::Point _position;
/**
* The position of the cursor hot spot, relative to the cursor origin, in
* screen pixels.
*/
Common::Point _hotSpot;
/**
* The area within which the cursor is allowed to move, in screen pixels.
*/
Common::Rect _restrictedArea;
/**
* Indicates whether or not the cursor needs to be repainted on the output
* buffer due to a change of graphics in the area underneath the cursor.
*/
bool _needsPaint;
/**
* Reads data from the output buffer to the given draw region.
*/
void copyFromScreen(DrawRegion &target);
/**
* Copies pixel data from the given source to the given target. If SKIP is
* true, pixels that match the `skipColor` property of the source will be
* skipped.
*
* @note In SSCI, the function that did not handle skip color was called
* `copy` and the one that did was called `paint`.
*/
template <bool SKIP>
void copy(DrawRegion &target, const DrawRegion &source);
/**
* Draws the cursor to the position it was drawn to prior to moving
* offscreen or being hidden by a call to `hide`.
*/
void revealCursor();
/**
* Draws the given source to the output buffer.
*/
void drawToScreen(const DrawRegion &source);
/**
* Renders the cursor at its new location.
*/
void move();
#ifdef ENABLE_SCI32_MAC
public:
void setMacCursorRemapList(int cursorCount, reg_t *cursors);
private:
// Mac versions of games use a remap list to remap their cursors
Common::Array<uint16> _macCursorRemap;
#endif
};
} // End of namespace Sci
#endif
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