128 lines
4.8 KiB
C++
128 lines
4.8 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\mouse.h_v 2.16 16 Oct 1995 16:45:06 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : MOUSE.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 12/15/94 *
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* *
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* Last Update : December 15, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef MOUSE_H
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#define MOUSE_H
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#include "stage.h"
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#include "scroll.h"
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class MouseClass: public ScrollClass
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{
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public:
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MouseClass(void);
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/*
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** Initialization
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*/
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virtual void One_Time(void); // One-time inits
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virtual void Init_Clear(void); // Clears all to known state
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virtual void AI(KeyNumType &input, int x, int y);
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virtual bool Override_Mouse_Shape(MouseType mouse, bool wwsmall=false);
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virtual void Revert_Mouse_Shape(void);
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virtual MouseType Get_Mouse_Shape(void) const {return NormalMouseShape;};
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virtual void Mouse_Small(bool wwsmall);
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/*
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** File I/O.
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*/
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virtual bool Load(FileClass & file);
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virtual bool Save(FileClass & file);
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virtual void Code_Pointers(void);
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virtual void Decode_Pointers(void);
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virtual void Set_Default_Mouse(MouseType mouse, bool wwsmall = false);
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/*
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** This allows the tactical map input gadget access to change the
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** mouse shapes.
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*/
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friend class TacticalClass;
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private:
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/*
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** This type is used to control the frames and rates of the mouse
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** pointer. Some mouse pointers are actually looping animations.
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*/
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typedef struct MouseStruct
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{
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int StartFrame; // Starting frame number.
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int FrameCount; // Number of animation frames.
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int FrameRate; // Frame delay between changing frames.
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int SmallFrame; // Start frame number for small version (if any).
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int X,Y; // Hotspot X and Y offset.
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} MouseStruct;
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/*
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** The control frames and rates for the various mouse pointers are stored
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** in this static array.
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*/
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static MouseStruct MouseControl[MOUSE_COUNT];
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/*
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** If the small representation of the mouse is active, then this flag is true.
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*/
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unsigned IsSmall:1;
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/*
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** This points to the loaded mouse shapes.
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*/
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static void const * MouseShapes;
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/*
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** The mouse shape is controlled by these variables. These
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** hold the current mouse shape (so resetting won't be needlessly performed) and
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** the normal default mouse shape (when arrow shapes are needed).
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*/
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MouseType CurrentMouseShape;
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MouseType NormalMouseShape;
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/*
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** For animating mouse shapes, this controls the frame and animation rate.
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*/
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static CountDownTimerClass Timer;
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int Frame;
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// StageClass Control;
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/*
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** This contains the value of the Virtual Function Table Pointer
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*/
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static void * VTable;
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};
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#endif
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