annotate engine/core/video/cursor.h @ 546:8fee2d2286e9

Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 03 Jun 2010 21:35:06 +0000
parents a8bb57884723
children 5d6b1820b953
rev   line source
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1 /***************************************************************************
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2 * Copyright (C) 2005-2008 by the FIFE team *
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3 * http://www.fifengine.de *
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4 * This file is part of FIFE. *
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5 * *
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6 * FIFE is free software; you can redistribute it and/or *
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7 * modify it under the terms of the GNU Lesser General Public *
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8 * License as published by the Free Software Foundation; either *
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9 * version 2.1 of the License, or (at your option) any later version. *
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10 * *
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11 * This library is distributed in the hope that it will be useful, *
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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14 * Lesser General Public License for more details. *
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15 * *
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16 * You should have received a copy of the GNU Lesser General Public *
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17 * License along with this library; if not, write to the *
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18 * Free Software Foundation, Inc., *
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
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20 ***************************************************************************/
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21
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22 #ifndef FIFE_CURSOR_H
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23 #define FIFE_CURSOR_H
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24
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25 // Standard C++ library includes
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26
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27 // 3rd party library includes
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28
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29 // FIFE includes
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30 // These includes are split up in two parts, separated by one empty line
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31 // First block: files included from the FIFE root src directory
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32 // Second block: files included from the same folder
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33
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34 struct SDL_Cursor;
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35
0
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36 namespace FIFE {
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37
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38 class ImagePool;
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39 class AnimationPool;
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40 class RenderBackend;
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41 class TimeManager;
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42
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43 /** Defines the type of shown cursor
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44 * native -> default cursor
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45 * image -> cursor from image pool
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46 * animation -> cursor from animation pool
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47 */
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48 enum MouseCursorType {
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49 CURSOR_NONE,
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50 CURSOR_NATIVE,
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51 CURSOR_IMAGE,
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52 CURSOR_ANIMATION
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53 };
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54
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55 /** Defines some common native cursors between platforms.
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56 * In addition to these, you can use the values in:
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57 * Windows: http://msdn.microsoft.com/en-us/library/ms648391(VS.85).aspx
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58 * X11: http://fife.pastebin.com/f5b89dd6b
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59 */
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60 enum NativeCursor {
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61 // Start on 1000000 to avoid id-clashes with X11 and windows
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62 NC_ARROW = 1000000, // Standard arrow
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63 NC_IBEAM, // I-beam for text selection
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64 NC_WAIT, // Hourglass
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65 NC_CROSS, // Crosshair
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66 NC_UPARROW, // Vertical arrow
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67 NC_RESIZENW, // Cursor for resize in northwest corner
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68 NC_RESIZESE, //
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69 NC_RESIZESW, //
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70 NC_RESIZENE, //
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71 NC_RESIZEE, //
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72 NC_RESIZEW, //
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73 NC_RESIZEN, //
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74 NC_RESIZES, //
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75 NC_RESIZEALL, // Four-pointed arrow pointing north, south, east, and west
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76 NC_NO, // Slashed circle
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77 NC_HAND, // Hand. Common for links, etc.
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78 NC_APPSTARTING, // Standard arrow and small hourglass
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79 NC_HELP // Arrow and question mark
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80 };
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81
0
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82 /** Cursor class manages mouse cursor handling
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83 */
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84 class Cursor {
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85 public:
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86 /** Constructor.
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87 */
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88 Cursor(ImagePool* imgpool, AnimationPool* animpool, RenderBackend* renderbackend);
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89
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90 /** Destructor.
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91 */
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92 virtual ~Cursor() {}
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93
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94 /** draws cursor on screen
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95 */
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96 virtual void draw();
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97
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98 /** Sets the current mouse cursor type and possible pool value
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99 * @param ctype cursor type
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100 * @param cursor_id Pool id to image or animation. For native cursors, this is the resource id to native cursor, or one of the values in NativeCursor
0
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101 */
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102 void set(MouseCursorType ctype, unsigned int cursor_id=0);
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103
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104 /** Sets the current drag cursor type and pool value
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105 * @param ctype drag cursor type
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106 * @param drag_id pool id for the drag cursor (either image or animation)
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107 * @param drag_offset offset of drag image shown with cursor
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108 */
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109 void setDrag(MouseCursorType ctype, unsigned int drag_id=0, int drag_offset_x=0, int drag_offset_y=0);
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110
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111 /** Gets the current mouse cursor type
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112 */
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113 MouseCursorType getType() const { return m_cursor_type; }
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114
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115 /** Gets the current mouse cursor pool id
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116 */
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117 unsigned int getId() const { return m_cursor_id; }
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118
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119 /** Gets the current mouse cursor type
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120 */
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121 MouseCursorType getDragType() const { return m_drag_type; }
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122
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123 /** Gets the current mouse cursor pool id
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124 */
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125 unsigned int getDragId() const { return m_drag_id; }
255
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126
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127 /** Gets the current mouse x position
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128 */
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129 unsigned int getX() const {return m_mx;}
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130
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131 /** Gets the current mouse y position
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132 */
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133 unsigned int getY() const {return m_my;}
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134
255
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135 protected:
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136 /** Sets the cursor to a native type.
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137 * @param cursor_id Resource id to native cursor, or one of the values in NativeCursor
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138 */
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139 void setNativeCursor(unsigned int cursor_id);
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140
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141 /** To get some consistancy between platforms, this function checks
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142 * if cursor_id matches any of the values in NativeCursor, and
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143 * returns the resource ID specific to the running platform.
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144 * If no match is found, cursor_id is returned.
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145 *
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146 * @param One of the values in NativeCursor
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147 */
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148 unsigned int getNativeId(unsigned int cursor_id);
0
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149
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150 private:
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151 unsigned int m_cursor_id;
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152 unsigned int m_drag_id;
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153 MouseCursorType m_cursor_type;
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154 MouseCursorType m_drag_type;
255
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155
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156 SDL_Cursor* m_native_cursor;
0
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157
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158 RenderBackend* m_renderbackend;
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159 ImagePool* m_imgpool;
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160 AnimationPool* m_animpool;
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161
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162 unsigned int m_animtime;
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163 unsigned int m_drag_animtime;
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164
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165 int m_drag_offset_x;
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166 int m_drag_offset_y;
416
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167 int m_mx;
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168 int m_my;
0
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169 TimeManager* m_timemanager;
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170 };
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171
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172 } //FIFE
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173
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174 #endif