Moved mouse cursor loading/handling to Input class.
svn-id: r34206
This commit is contained in:
parent
4e7205af36
commit
0a387bca12
11 changed files with 176 additions and 169 deletions
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@ -29,10 +29,12 @@
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#define PATH_LEN 200
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#include "common/fs.h"
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#include "common/file.h"
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#include "graphics/surface.h"
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#include "parallaction/graphics.h"
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namespace Parallaction {
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class Table;
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@ -230,7 +230,7 @@ public:
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_vm->_gfx->setItemFrame(id, 0);
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}
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_selection = -1;
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_vm->setArrowCursor();
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_vm->_input->setArrowCursor();
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_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
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}
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@ -178,7 +178,7 @@ public:
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uint id = _vm->_gfx->createLabel(_vm->_introFont, "SELECT LANGUAGE", 1);
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_vm->_gfx->showLabel(id, 60, 30);
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_vm->setArrowCursor();
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_vm->_input->setArrowCursor();
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}
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};
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@ -556,7 +556,7 @@ public:
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cleanup();
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_vm->setArrowCursor();
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_vm->_input->setArrowCursor();
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_vm->_input->setMouseState(MOUSE_ENABLED_SHOW);
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_state = CHOICE;
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}
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@ -31,6 +31,58 @@
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namespace Parallaction {
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#define MOUSEARROW_WIDTH_NS 16
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#define MOUSEARROW_HEIGHT_NS 16
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#define MOUSECOMBO_WIDTH_NS 32 // sizes for cursor + selected inventory item
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#define MOUSECOMBO_HEIGHT_NS 32
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struct MouseComboProperties {
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int _xOffset;
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int _yOffset;
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int _width;
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int _height;
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};
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/*
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// TODO: improve NS's handling of normal cursor before merging cursor code.
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MouseComboProperties _mouseComboProps_NS = {
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7, // combo x offset (the icon from the inventory will be rendered from here)
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7, // combo y offset (ditto)
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32, // combo (arrow + icon) width
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32 // combo (arrow + icon) height
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};
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*/
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MouseComboProperties _mouseComboProps_BR = {
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8, // combo x offset (the icon from the inventory will be rendered from here)
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8, // combo y offset (ditto)
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68, // combo (arrow + icon) width
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68 // combo (arrow + icon) height
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};
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Input::Input(Parallaction *vm) : _vm(vm) {
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_gameType = _vm->getGameType();
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_transCurrentHoverItem = 0;
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_hasDelayedAction = false; // actived when the character needs to move before taking an action
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_mouseState = MOUSE_DISABLED;
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_activeItem._index = 0;
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_activeItem._id = 0;
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_mouseButtons = 0;
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_delayedActionZone = nullZonePtr;
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initCursors();
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}
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Input::~Input() {
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if (_gameType == GType_Nippon) {
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delete _mouseArrow;
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}
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delete _comboArrow;
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delete _dinoCursor;
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delete _dougCursor;
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delete _donnaCursor;
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}
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// FIXME: the engine has 3 event loops. The following routine hosts the main one,
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// and it's called from 8 different places in the code. There exist 2 more specialised
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// loops which could possibly be merged into this one with some effort in changing
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@ -131,8 +183,6 @@ int Input::updateGameInput() {
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int event = kEvNone;
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readInput();
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if (!isMouseEnabled() ||
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(_engineFlags & kEngineWalking) ||
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(_engineFlags & kEngineChangeLocation)) {
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@ -162,20 +212,14 @@ int Input::updateGameInput() {
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int Input::updateInput() {
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int event = kEvNone;
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readInput();
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switch (_inputMode) {
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case kInputModeComment:
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case kInputModeDialogue:
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case kInputModeMenu:
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readInput();
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break;
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case kInputModeGame:
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event = updateGameInput();
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break;
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case kInputModeInventory:
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readInput();
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updateInventoryInput();
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break;
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}
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@ -214,7 +258,7 @@ void Input::takeAction(ZonePtr z) {
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void Input::walkTo(const Common::Point &dest) {
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stopHovering();
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_vm->setArrowCursor();
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setArrowCursor();
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_vm->_char.scheduleWalk(dest.x, dest.y);
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}
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@ -270,7 +314,7 @@ bool Input::translateGameInput() {
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}
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_vm->beep();
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_vm->setArrowCursor();
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setArrowCursor();
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return true;
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}
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@ -286,7 +330,7 @@ void Input::enterInventoryMode() {
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_activeItem._index = (_activeItem._id >> 16) & 0xFFFF;
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_engineFlags |= kEngineDragging;
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} else {
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_vm->setArrowCursor();
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setArrowCursor();
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}
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}
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@ -321,12 +365,12 @@ void Input::exitInventoryMode() {
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_vm->closeInventory();
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if (pos == -1) {
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_vm->setArrowCursor();
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setArrowCursor();
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} else {
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const InventoryItem *item = _vm->getInventoryItem(pos);
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if (item->_index != 0) {
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_activeItem._id = item->_id;
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_vm->setInventoryCursor(item->_index);
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setInventoryCursor(item->_index);
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}
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}
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_vm->resumeJobs();
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@ -374,4 +418,94 @@ bool Input::isMouseEnabled() {
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return (_mouseState == MOUSE_ENABLED_SHOW) || (_mouseState == MOUSE_ENABLED_HIDE);
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}
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void Input::initCursors() {
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switch (_gameType) {
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case GType_Nippon:
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_comboArrow = _vm->_disk->loadPointer("pointer");
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_mouseArrow = new Cnv(1, MOUSEARROW_WIDTH_NS, MOUSEARROW_HEIGHT_NS, _resMouseArrow_NS);
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break;
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case GType_BRA:
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if (_vm->getPlatform() == Common::kPlatformPC) {
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_dinoCursor = _vm->_disk->loadPointer("pointer1");
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_dougCursor = _vm->_disk->loadPointer("pointer2");
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_donnaCursor = _vm->_disk->loadPointer("pointer3");
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Graphics::Surface *surf = new Graphics::Surface;
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surf->create(_mouseComboProps_BR._width, _mouseComboProps_BR._height, 1);
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_comboArrow = new SurfaceToFrames(surf);
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// TODO: choose the pointer depending on the active character
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// For now, we pick Donna's
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_mouseArrow = _donnaCursor;
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} else {
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// TODO: Where are the Amiga cursors?
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_mouseArrow = 0;
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}
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break;
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default:
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warning("Input::initCursors: unknown gametype");
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}
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}
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void Input::setArrowCursor() {
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switch (_gameType) {
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case GType_Nippon:
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debugC(1, kDebugInput, "setting mouse cursor to arrow");
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// this stuff is needed to avoid artifacts with labels and selected items when switching cursors
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stopHovering();
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_activeItem._id = 0;
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_vm->_system->setMouseCursor(_mouseArrow->getData(0), MOUSEARROW_WIDTH_NS, MOUSEARROW_HEIGHT_NS, 0, 0, 0);
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break;
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case GType_BRA: {
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if (_vm->getPlatform() == Common::kPlatformAmiga)
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return;
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Common::Rect r;
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_mouseArrow->getRect(0, r);
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_vm->_system->setMouseCursor(_mouseArrow->getData(0), r.width(), r.height(), 0, 0, 0);
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_vm->_system->showMouse(true);
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_activeItem._id = 0;
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break;
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}
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default:
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warning("Input::setArrowCursor: unknown gametype");
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}
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}
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void Input::setInventoryCursor(ItemName name) {
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assert(name > 0);
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switch (_gameType) {
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case GType_Nippon: {
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byte *v8 = _comboArrow->getData(0);
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// FIXME: destination offseting is not clear
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_vm->_inventoryRenderer->drawItem(name, v8 + 7 * MOUSECOMBO_WIDTH_NS + 7, MOUSECOMBO_WIDTH_NS);
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_vm->_system->setMouseCursor(v8, MOUSECOMBO_WIDTH_NS, MOUSECOMBO_HEIGHT_NS, 0, 0, 0);
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break;
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}
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case GType_BRA: {
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byte *src = _mouseArrow->getData(0);
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byte *dst = _comboArrow->getData(0);
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memcpy(dst, src, _comboArrow->getSize(0));
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// FIXME: destination offseting is not clear
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_vm->_inventoryRenderer->drawItem(name, dst + _mouseComboProps_BR._yOffset * _mouseComboProps_BR._width + _mouseComboProps_BR._xOffset, _mouseComboProps_BR._width);
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_vm->_system->setMouseCursor(dst, _mouseComboProps_BR._width, _mouseComboProps_BR._height, 0, 0, 0);
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}
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default:
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warning("Input::setInventoryCursor: unknown gametype");
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}
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}
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} // namespace Parallaction
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@ -74,6 +74,17 @@ class Input {
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void enterInventoryMode();
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void exitInventoryMode();
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int _gameType;
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static byte _resMouseArrow_NS[256];
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Frames *_mouseArrow;
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Frames *_comboArrow;
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Frames *_dinoCursor;
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Frames *_dougCursor;
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Frames *_donnaCursor;
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void initCursors();
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public:
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enum {
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kInputModeGame = 0,
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};
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Input(Parallaction *vm) : _vm(vm) {
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_transCurrentHoverItem = 0;
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_hasDelayedAction = false; // actived when the character needs to move before taking an action
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_mouseState = MOUSE_DISABLED;
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_activeItem._index = 0;
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_activeItem._id = 0;
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_mouseButtons = 0;
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_delayedActionZone = nullZonePtr;
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}
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virtual ~Input() { }
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Input(Parallaction *vm);
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virtual ~Input();
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void getCursorPos(Common::Point& p) {
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p = _mousePos;
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void setMouseState(MouseTriState state);
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MouseTriState getMouseState();
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bool isMouseEnabled();
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void setArrowCursor();
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void setInventoryCursor(ItemName name);
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};
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} // namespace Parallaction
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@ -100,8 +100,6 @@ Parallaction::~Parallaction() {
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cleanupGui();
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delete _comboArrow;
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delete _localFlagNames;
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delete _gfx;
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delete _soundMan;
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@ -134,6 +132,7 @@ int Parallaction::init() {
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initInventory(); // needs to be pushed into subclass
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// this needs _disk to be already setup
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_input = new Input(this);
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_gfx = new Gfx(this);
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@ -301,13 +300,13 @@ void Parallaction::processInput(int event) {
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case kEvSaveGame:
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_input->stopHovering();
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saveGame();
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setArrowCursor();
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_input->setArrowCursor();
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break;
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case kEvLoadGame:
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_input->stopHovering();
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loadGame();
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setArrowCursor();
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_input->setArrowCursor();
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break;
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}
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@ -90,10 +90,6 @@ enum {
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kEvLoadGame = 4000
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};
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enum {
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kCursorArrow = -1
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};
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enum ParallactionGameType {
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GType_Nippon = 1,
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GType_BRA
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@ -104,7 +100,6 @@ struct PARALLACTIONGameDescription;
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extern uint16 _mouseButtons;
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extern char _password[8];
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extern uint16 _score;
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extern uint16 _language;
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@ -302,7 +297,6 @@ public:
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Common::RandomSource _rnd;
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Debugger *_debugger;
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Frames *_comboArrow;
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protected: // data
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@ -337,9 +331,6 @@ public:
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virtual void callFunction(uint index, void* parm) { }
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virtual void setArrowCursor() = 0;
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virtual void setInventoryCursor(ItemName name) = 0;
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virtual void parseLocation(const char* name) = 0;
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void updateDoor(ZonePtr z, bool close);
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@ -455,7 +446,6 @@ public:
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void switchBackground(const char* background, const char* mask);
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void showSlide(const char *name, int x = 0, int y = 0);
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void setArrowCursor();
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// TODO: this should be private!!!!!!!
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bool _inTestResult;
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void changeCharacter(const char *name);
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void runPendingZones();
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void setInventoryCursor(ItemName name);
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void doLoadGame(uint16 slot);
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void doSaveGame(uint16 slot, const char* name);
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int buildSaveFileList(Common::StringList& l);
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int selectSaveFile(uint16 arg_0, const char* caption, const char* button);
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void initResources();
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void initCursors();
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static byte _resMouseArrow[256];
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byte *_mouseArrow;
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static const Callable _dosCallables[25];
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static const Callable _amigaCallables[25];
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uint32 _zoneFlags[NUM_LOCATIONS][NUM_ZONES];
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void startPart(uint part);
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void setArrowCursor();
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private:
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LocationParser_br *_locationParser;
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ProgramParser_br *_programParser;
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@ -607,9 +589,6 @@ private:
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void initResources();
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void initFonts();
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void freeFonts();
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void setInventoryCursor(ItemName name);
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void changeLocation(char *location);
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void runPendingZones();
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@ -617,13 +596,6 @@ private:
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void freePart();
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void freeLocation();
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void initCursors();
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Frames *_dinoCursor;
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Frames *_dougCursor;
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Frames *_donnaCursor;
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Frames *_mouseArrow;
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static const char *_partNames[];
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@ -32,27 +32,6 @@
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namespace Parallaction {
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struct MouseComboProperties {
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int _xOffset;
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int _yOffset;
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int _width;
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int _height;
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};
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/*
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// TODO: improve NS's handling of normal cursor before merging cursor code.
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MouseComboProperties _mouseComboProps_NS = {
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7, // combo x offset (the icon from the inventory will be rendered from here)
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7, // combo y offset (ditto)
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32, // combo (arrow + icon) width
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32 // combo (arrow + icon) height
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};
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*/
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MouseComboProperties _mouseComboProps_BR = {
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8, // combo x offset (the icon from the inventory will be rendered from here)
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8, // combo y offset (ditto)
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68, // combo (arrow + icon) width
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68 // combo (arrow + icon) height
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};
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const char *Parallaction_br::_partNames[] = {
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"PART0",
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@ -96,7 +75,6 @@ int Parallaction_br::init() {
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initResources();
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initFonts();
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initCursors();
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_locationParser = new LocationParser_br(this);
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_locationParser->init();
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_programParser = new ProgramParser_br(this);
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@ -119,10 +97,6 @@ int Parallaction_br::init() {
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Parallaction_br::~Parallaction_br() {
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freeFonts();
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delete _dinoCursor;
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delete _dougCursor;
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delete _donnaCursor;
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}
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void Parallaction_br::callFunction(uint index, void* parm) {
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@ -170,26 +144,6 @@ void Parallaction_br::freeFonts() {
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return;
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}
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void Parallaction_br::initCursors() {
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if (getPlatform() == Common::kPlatformPC) {
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_dinoCursor = _disk->loadPointer("pointer1");
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_dougCursor = _disk->loadPointer("pointer2");
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_donnaCursor = _disk->loadPointer("pointer3");
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Graphics::Surface *surf = new Graphics::Surface;
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surf->create(_mouseComboProps_BR._width, _mouseComboProps_BR._height, 1);
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_comboArrow = new SurfaceToFrames(surf);
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// TODO: choose the pointer depending on the active character
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// For now, we pick Donna's
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_mouseArrow = _donnaCursor;
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||||
} else {
|
||||
// TODO: Where are the Amiga cursors?
|
||||
_mouseArrow = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Parallaction_br::initPart() {
|
||||
|
||||
|
@ -365,30 +319,5 @@ void Parallaction_br::changeCharacter(const char *name) {
|
|||
}
|
||||
|
||||
|
||||
void Parallaction_br::setArrowCursor() {
|
||||
// FIXME: Where are the Amiga cursors?
|
||||
if (getPlatform() == Common::kPlatformAmiga)
|
||||
return;
|
||||
|
||||
Common::Rect r;
|
||||
_mouseArrow->getRect(0, r);
|
||||
|
||||
_system->setMouseCursor(_mouseArrow->getData(0), r.width(), r.height(), 0, 0, 0);
|
||||
_system->showMouse(true);
|
||||
|
||||
_input->_activeItem._id = 0;
|
||||
}
|
||||
|
||||
void Parallaction_br::setInventoryCursor(ItemName name) {
|
||||
assert(name > 0);
|
||||
|
||||
byte *src = _mouseArrow->getData(0);
|
||||
byte *dst = _comboArrow->getData(0);
|
||||
memcpy(dst, src, _comboArrow->getSize(0));
|
||||
|
||||
// FIXME: destination offseting is not clear
|
||||
_inventoryRenderer->drawItem(name, dst + _mouseComboProps_BR._yOffset * _mouseComboProps_BR._width + _mouseComboProps_BR._xOffset, _mouseComboProps_BR._width);
|
||||
_system->setMouseCursor(dst, _mouseComboProps_BR._width, _mouseComboProps_BR._height, 0, 0, 0);
|
||||
}
|
||||
|
||||
} // namespace Parallaction
|
||||
|
|
|
@ -35,12 +35,6 @@
|
|||
namespace Parallaction {
|
||||
|
||||
|
||||
#define MOUSEARROW_WIDTH 16
|
||||
#define MOUSEARROW_HEIGHT 16
|
||||
|
||||
#define MOUSECOMBO_WIDTH 32 // sizes for cursor + selected inventory item
|
||||
#define MOUSECOMBO_HEIGHT 32
|
||||
|
||||
LocationName::LocationName() {
|
||||
_buf = 0;
|
||||
_hasSlide = false;
|
||||
|
@ -135,7 +129,6 @@ int Parallaction_ns::init() {
|
|||
|
||||
initResources();
|
||||
initFonts();
|
||||
initCursors();
|
||||
_locationParser = new LocationParser_ns(this);
|
||||
_locationParser->init();
|
||||
_programParser = new ProgramParser_ns(this);
|
||||
|
@ -181,32 +174,6 @@ void Parallaction_ns::freeFonts() {
|
|||
|
||||
}
|
||||
|
||||
void Parallaction_ns::initCursors() {
|
||||
_comboArrow = _disk->loadPointer("pointer");
|
||||
_mouseArrow = _resMouseArrow;
|
||||
}
|
||||
|
||||
void Parallaction_ns::setArrowCursor() {
|
||||
|
||||
debugC(1, kDebugInput, "setting mouse cursor to arrow");
|
||||
|
||||
// this stuff is needed to avoid artifacts with labels and selected items when switching cursors
|
||||
_input->stopHovering();
|
||||
_input->_activeItem._id = 0;
|
||||
|
||||
_system->setMouseCursor(_mouseArrow, MOUSEARROW_WIDTH, MOUSEARROW_HEIGHT, 0, 0, 0);
|
||||
}
|
||||
|
||||
void Parallaction_ns::setInventoryCursor(ItemName name) {
|
||||
assert(name > 0);
|
||||
|
||||
byte *v8 = _comboArrow->getData(0);
|
||||
|
||||
// FIXME: destination offseting is not clear
|
||||
_inventoryRenderer->drawItem(name, v8 + 7 * MOUSECOMBO_WIDTH + 7, MOUSECOMBO_WIDTH);
|
||||
_system->setMouseCursor(v8, MOUSECOMBO_WIDTH, MOUSECOMBO_HEIGHT, 0, 0, 0);
|
||||
}
|
||||
|
||||
|
||||
void Parallaction_ns::callFunction(uint index, void* parm) {
|
||||
assert(index < 25); // magic value 25 is maximum # of callables for Nippon Safes
|
||||
|
@ -287,7 +254,7 @@ void Parallaction_ns::changeLocation(char *location) {
|
|||
|
||||
_zoneTrap = nullZonePtr;
|
||||
|
||||
setArrowCursor();
|
||||
_input->setArrowCursor();
|
||||
|
||||
_gfx->showGfxObj(_char._ani->gfxobj, false);
|
||||
_location._animations.remove(_char._ani);
|
||||
|
|
|
@ -392,7 +392,7 @@ bool Parallaction_ns::loadGame() {
|
|||
GUI::TimedMessageDialog dialog("Loading game...", 1500);
|
||||
dialog.runModal();
|
||||
|
||||
setArrowCursor();
|
||||
_input->setArrowCursor();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -29,7 +29,7 @@
|
|||
|
||||
namespace Parallaction {
|
||||
|
||||
byte Parallaction_ns::_resMouseArrow[256] = {
|
||||
byte Input::_resMouseArrow_NS[256] = {
|
||||
0x12, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x13, 0x00, 0x00,
|
||||
0x11, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x13, 0x00, 0x00, 0x00,
|
||||
0x11, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x13, 0x00, 0x00, 0x00, 0x00,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue