/* ** 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 . */ /*********************************************************************************************** *** 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