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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/ac/mouse_cursor.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"
#include "common/util.h"
namespace AGS3 {
using namespace AGS::Shared;
void MouseCursor::clear() {
pic = 0;
hotx = hoty = 0;
view = -1;
name.Empty();
flags = 0;
}
void MouseCursor::ReadFromFile(Stream *in) {
pic = in->ReadInt32();
hotx = in->ReadInt16();
hoty = in->ReadInt16();
view = in->ReadInt16();
StrUtil::ReadCStrCount(legacy_name, in, LEGACY_MAX_CURSOR_NAME_LENGTH);
flags = in->ReadInt8();
in->Seek(3); // alignment padding to int32
name = legacy_name;
}
void MouseCursor::WriteToFile(Stream *out) {
out->WriteInt32(pic);
out->WriteInt16(hotx);
out->WriteInt16(hoty);
out->WriteInt16(view);
out->Write(legacy_name, LEGACY_MAX_CURSOR_NAME_LENGTH);
out->WriteInt8(flags);
out->WriteByteCount(0, 3); // alignment padding to int32
}
void MouseCursor::ReadFromSavegame(Stream *in, int cmp_ver) {
pic = in->ReadInt32();
hotx = static_cast<int16_t>(in->ReadInt32());
hoty = static_cast<int16_t>(in->ReadInt32());
view = static_cast<int16_t>(in->ReadInt32());
flags = static_cast<int8_t>(in->ReadInt32());
if (cmp_ver >= kCursorSvgVersion_36016)
animdelay = in->ReadInt32();
}
void MouseCursor::WriteToSavegame(Stream *out) const {
out->WriteInt32(pic);
out->WriteInt32(hotx);
out->WriteInt32(hoty);
out->WriteInt32(view);
out->WriteInt32(flags);
out->WriteInt32(animdelay);
}
} // namespace AGS3
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