Mercurial > fife-parpg
view engine/core/video/cursor.h @ 583:47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
* Added a triangle function to backends and genericrenderer, also added the functions to set an alpha value for geometric figures.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Sat, 07 Aug 2010 16:36:35 +0000 |
parents | a8bb57884723 |
children | 5d6b1820b953 |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * 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 struct SDL_Cursor; namespace FIFE { class ImagePool; class AnimationPool; 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(ImagePool* imgpool, AnimationPool* animpool, RenderBackend* renderbackend); /** Destructor. */ virtual ~Cursor() {} /** draws cursor on screen */ virtual void draw(); /** Sets the current mouse cursor type and possible pool value * @param ctype cursor type * @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 */ void set(MouseCursorType ctype, unsigned int cursor_id=0); /** Sets the current drag cursor type and pool value * @param ctype drag cursor type * @param drag_id pool id for the drag cursor (either image or animation) * @param drag_offset offset of drag image shown with cursor */ void setDrag(MouseCursorType ctype, unsigned int drag_id=0, int drag_offset_x=0, int drag_offset_y=0); /** Gets the current mouse cursor type */ MouseCursorType getType() const { return m_cursor_type; } /** Gets the current mouse cursor pool id */ unsigned int getId() const { return m_cursor_id; } /** Gets the current mouse cursor type */ MouseCursorType getDragType() const { return m_drag_type; } /** Gets the current mouse cursor pool id */ unsigned int getDragId() const { return m_drag_id; } /** Gets the current mouse x position */ unsigned int getX() const {return m_mx;} /** Gets the current mouse y position */ unsigned int getY() const {return m_my;} 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(unsigned int 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 One of the values in NativeCursor */ unsigned int getNativeId(unsigned int cursor_id); private: unsigned int m_cursor_id; unsigned int m_drag_id; MouseCursorType m_cursor_type; MouseCursorType m_drag_type; SDL_Cursor* m_native_cursor; RenderBackend* m_renderbackend; ImagePool* m_imgpool; AnimationPool* m_animpool; unsigned int m_animtime; unsigned int m_drag_animtime; int m_drag_offset_x; int m_drag_offset_y; int m_mx; int m_my; TimeManager* m_timemanager; }; } //FIFE #endif