MOUSE.H (4818B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/MOUSE.H 1 3/03/97 10:25a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : MOUSE.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 12/15/94 * 28 * * 29 * Last Update : December 15, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef MOUSE_H 36 #define MOUSE_H 37 38 #include "stage.h" 39 #include "scroll.h" 40 41 class MouseClass: public ScrollClass 42 { 43 public: 44 MouseClass(void); 45 MouseClass(NoInitClass const & x) : ScrollClass(x) {}; 46 47 /* 48 ** Initialization 49 */ 50 virtual void One_Time(void); // One-time inits 51 virtual void Init_Clear(void); // Clears all to known state 52 53 virtual void AI(KeyNumType &input, int x, int y); 54 virtual bool Override_Mouse_Shape(MouseType mouse, bool wsmall=false); 55 virtual void Revert_Mouse_Shape(void); 56 virtual MouseType Get_Mouse_Shape(void) const {return NormalMouseShape;}; 57 virtual void Mouse_Small(bool wsmall); 58 59 /* 60 ** File I/O. 61 */ 62 virtual bool Load(Straw & file); 63 virtual bool Save(Pipe & file) const; 64 65 virtual void Set_Default_Mouse(MouseType mouse, bool wsmall = false); 66 67 /* 68 ** This allows the tactical map input gadget access to change the 69 ** mouse shapes. 70 */ 71 friend class TacticalClass; 72 73 /* 74 ** This points to the loaded mouse shapes. 75 */ 76 static void const * MouseShapes; 77 78 private: 79 80 /* 81 ** This type is used to control the frames and rates of the mouse 82 ** pointer. Some mouse pointers are actually looping animations. 83 */ 84 typedef struct MouseStruct 85 { 86 int StartFrame; // Starting frame number. 87 int FrameCount; // Number of animation frames. 88 int FrameRate; // Frame delay between changing frames. 89 int SmallFrame; // Start frame number for small version (if any). 90 int X,Y; // Hotspot X and Y offset. 91 } MouseStruct; 92 93 /* 94 ** The control frames and rates for the various mouse pointers are stored 95 ** in this static array. 96 */ 97 static MouseStruct MouseControl[MOUSE_COUNT]; 98 99 public: 100 /* 101 ** If the small representation of the mouse is active, then this flag is true. 102 */ 103 unsigned IsSmall:1; 104 105 106 private: 107 /* 108 ** The mouse shape is controlled by these variables. These 109 ** hold the current mouse shape (so resetting won't be needlessly performed) and 110 ** the normal default mouse shape (when arrow shapes are needed). 111 */ 112 MouseType CurrentMouseShape; 113 MouseType NormalMouseShape; 114 115 /* 116 ** For animating mouse shapes, this controls the frame and animation rate. 117 */ 118 static CDTimerClass<SystemTimerClass> Timer; 119 int Frame; 120 }; 121 122 123 #endif