view engine/core/video/cursor.h @ 697:ecaa4d98f05f tip

Abstracted the GUI code and refactored the GUIChan-specific code into its own module. * Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring. * GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass. * The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class. * The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged. * Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author M. George Hansen <technopolitica@gmail.com>
date Sat, 18 Jun 2011 00:28:40 -1000
parents 5d6b1820b953
children
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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() { invalidate(); }

		void invalidate();

		/** 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;

		bool m_invalidated;
	};

} //FIFE

#endif