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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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/>.
- */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * $Archive:: /Commando/Code/wwlib/xmouse.h $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 11/28/00 2:44p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef XMOUSE_H
- #define XMOUSE_H
- #include "trect.h"
- class Surface;
- class ShapeSet;
- /*
- ** This class manages the "mouse cursor". It presumes the mouse behaves in the traditional
- ** manner, but requires more manual management than a traditional mouse.
- **
- ** The mouse interface is designed with the following requirements:
- **
- ** 1> The interface (coordinate system) must be consistent with respect to the game user.
- ** This means that coordinate 0,0 is the upper left pixel of the drawable client area.
- **
- ** 2> It must support arbitrary mouse cursor artwork size and hotspot positioning. Mouse shape
- ** animation should be a simple process of just changing the mouse shape.
- **
- ** 3> The mouse must be able to break free of the game constraints where necessary in order
- ** to interface with the operating system. The transition should be easy to manage.
- **
- ** 4> The game mouse "active" region may be a subset rectangle of the normal visible surface.
- ** This bounding requirement should be transparent to system's functionality.
- **
- ** The system assumes that the sub-rectangle that binds the mouse to the visible surface will
- ** exactly match the dimensions of any hidden surface that the mouse may have occasion to be
- ** drawn upon.
- */
- class Mouse {
- public:
- virtual ~Mouse(void) {}
- /*
- ** Sets the game-drawn mouse imagery.
- */
- virtual void Set_Cursor(int xhotspot, int yhotspot, ShapeSet const * cursor, int shape) = 0;
- /*
- ** Controls visibility of the game-drawn mouse.
- */
- virtual void Hide_Mouse(void) = 0;
- virtual void Show_Mouse(void) = 0;
- /*
- ** Takes control of and releases control of the mouse with
- ** respect to the operating system. The mouse must be released
- ** during operations with the operating system. When the mouse is
- ** relased, it may move outside of the confining rectangle and its
- ** shape is controlled by the operating sytem.
- */
- virtual void Release_Mouse(void) = 0;
- virtual void Capture_Mouse(void) = 0;
- virtual bool Is_Captured(void) const = 0;
- /*
- ** Hide the mouse if it falls within this game screen region.
- */
- virtual void Conditional_Hide_Mouse(Rect region) = 0;
- virtual void Conditional_Show_Mouse(void) = 0;
- /*
- ** Query about the mouse visiblity state and location. If the mouse
- ** state is zero or greater, then the mouse is visible.
- */
- virtual int Get_Mouse_State(void) const = 0;
- virtual int Get_Mouse_X(void) const = 0;
- virtual int Get_Mouse_Y(void) const = 0;
- /*
- ** Set the mouse location.
- */
- virtual void Set_Mouse_XY( int xpos, int ypos ) = 0;
- /*
- ** The following two routines can be used to render the mouse onto an alternate
- ** surface.
- */
- virtual void Draw_Mouse(Surface * scr, bool issidebarsurface = false) = 0;
- virtual void Erase_Mouse(Surface * scr, bool issidebarsurface = false) = 0;
- //virtual void Erase_Mouse(Surface * scr) = 0;
- /*
- ** Converts O/S screen coordinates into game coordinates.
- */
- virtual void Convert_Coordinate(int & x, int & y) const = 0;
- };
- #endif
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