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/*
* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 2
* 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; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#include "software_mouse_pointer.hpp"
#include <GL/gl.h>
#include <iostream>
namespace usdx
{
SoftwareMousePointer::SoftwareMousePointer(Container* parent, EventManager* event_manager)
: DrawableControl(parent)
{
fade_inactive = new Timer(this, 2000, true);
this->vertices[0] = 0.0f;
this->vertices[1] = 40.0f;
this->vertices[2] = 40.0f;
this->vertices[3] = 40.0f;
this->vertices[4] = 40.0f;
this->vertices[5] = 0.0f;
this->vertices[6] = 0.0f;
this->vertices[7] = 0.0f;
this->color[0] = 255;
this->color[1] = 255;
this->color[2] = 255;
this->color[3] = 100;
this->color[4] = 255;
this->color[5] = 255;
this->color[6] = 255;
this->color[7] = 100;
this->color[8] = 255;
this->color[9] = 255;
this->color[10] = 255;
this->color[11] = 100;
this->color[12] = 255;
this->color[13] = 255;
this->color[14] = 255;
this->color[15] = 100;
this->texture[0] = 0.0f;
this->texture[1] = 1.0f;
this->texture[2] = 1.0f;
this->texture[3] = 1.0f;
this->texture[4] = 1.0f;
this->texture[5] = 0.0f;
this->texture[6] = 0.0f;
this->texture[7] = 0.0f;
set_position(0, 0);
set_size(40, 40);
texture_normal = new Texture("game/themes/Deluxe/interface/cursor.png");
texture_pressed = new Texture("game/themes/Deluxe/interface/cursor_pressed.png");
mouse_move_connection = event_manager->mouse_move.connect(
boost::bind(&SoftwareMousePointer::on_mouse_move, this, _1, _2));
}
SoftwareMousePointer::~SoftwareMousePointer()
{
mouse_move_connection.disconnect();
if (texture_normal != NULL) {
delete texture_normal;
texture_normal = NULL;
}
if (texture_pressed != NULL) {
delete texture_pressed;
texture_pressed = NULL;
}
}
void SoftwareMousePointer::draw(void)
{
if (fade_inactive->is_ready()) {
set_visible(false);
return;
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_normal->get_texture());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
glTexCoordPointer(2, GL_FLOAT, 0, texture);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_QUADS, 0, 4);
glDisable(GL_BLEND);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
}
void SoftwareMousePointer::on_mouse_move(int x, int y)
{
set_position(x, y);
fade_inactive->update();
if (!get_visible()) {
set_visible(true);
}
}
};
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