Exemple #1
0
void gr_bitmapm( int x, int y, grs_bitmap *bm )
{
	int dx1=x, dx2=x+bm->bm_w-1;
	int dy1=y, dy2=y+bm->bm_h-1;
	int sx=0, sy=0;

	if ((dx1 >= grd_curcanv->cv_bitmap.bm_w ) || (dx2 < 0)) return;
	if ((dy1 >= grd_curcanv->cv_bitmap.bm_h) || (dy2 < 0)) return;
	if ( dx1 < 0 ) { sx = -dx1; dx1 = 0; }
	if ( dy1 < 0 ) { sy = -dy1; dy1 = 0; }
	if ( dx2 >= grd_curcanv->cv_bitmap.bm_w )	{ dx2 = grd_curcanv->cv_bitmap.bm_w-1; }
	if ( dy2 >= grd_curcanv->cv_bitmap.bm_h )	{ dy2 = grd_curcanv->cv_bitmap.bm_h-1; }
		
	// Draw bitmap bm[x,y] into (dx1,dy1)-(dx2,dy2)

	if ( (bm->bm_type == BM_LINEAR) && (grd_curcanv->cv_bitmap.bm_type == BM_LINEAR ))
	{
		if ( bm->bm_flags & BM_FLAG_RLE )	
			gr_bm_ubitblt00m_rle(dx2-dx1+1,dy2-dy1+1, dx1, dy1, sx, sy, bm, &grd_curcanv->cv_bitmap );
		else
			gr_bm_ubitblt00m(dx2-dx1+1,dy2-dy1+1, dx1, dy1, sx, sy, bm, &grd_curcanv->cv_bitmap );
		return;
	}

	gr_bm_ubitbltm(dx2-dx1+1,dy2-dy1+1, dx1, dy1, sx, sy, bm, &grd_curcanv->cv_bitmap );

}
Exemple #2
0
void ui_mouse_show()
{
	if (Mouse.hidden==1 )   {
		Mouse.hidden = 0;
		// Save the background under new pointer
		Mouse.bg_saved=1;
		Mouse.bg_x = Mouse.x; Mouse.bg_y = Mouse.y;
		gr_bm_ubitblt( Mouse.background->bm_w, Mouse.background->bm_h, 0, 0, Mouse.bg_x, Mouse.bg_y, &(grd_curscreen->sc_canvas.cv_bitmap),Mouse.background );
		// Draw the new pointer
		gr_bm_ubitbltm( Mouse.pointer->bm_w, Mouse.pointer->bm_h, Mouse.x, Mouse.y, 0, 0, Mouse.pointer, &(grd_curscreen->sc_canvas.cv_bitmap)   );
	}
}
Exemple #3
0
void ui_mouse_process()
{   int buttons,w,h;

	//if (Mouse.hidden==0)
	//    mouse_get_pos( &Mouse.x, &Mouse.y );
	//else
	//    mouse_set_pos( Mouse.x, Mouse.y );


	Mouse.dx = Mouse.new_dx;
	Mouse.dy = Mouse.new_dy;
	buttons = Mouse.new_buttons;

	Mouse.x += Mouse.dx;
	Mouse.y += Mouse.dy;

	w = grd_curscreen->sc_w;
	h = grd_curscreen->sc_h;

	if (Mouse.x < 0 ) Mouse.x = 0;
	if (Mouse.y < 0 ) Mouse.y = 0;
//	if (Mouse.x > w-Mouse.pointer->bm_w ) Mouse.x = w - Mouse.pointer->bm_w;
//	if (Mouse.y > h-Mouse.pointer->bm_h ) Mouse.y = h - Mouse.pointer->bm_h;

	if (Mouse.x > w-3 ) Mouse.x = w - 3;
	if (Mouse.y > h-3 ) Mouse.y = h - 3;

	if ( (Mouse.bg_x!=Mouse.x) || (Mouse.bg_y!=Mouse.y) )
		Mouse.moved = 1;

	if ( (Mouse.bg_x!=Mouse.x) || (Mouse.bg_y!=Mouse.y) || (Mouse.bg_saved==0) )
	{
		// Restore the background under old pointer
		if (Mouse.bg_saved==1)  {
			gr_bm_ubitblt( Mouse.background->bm_w, Mouse.background->bm_h, Mouse.bg_x, Mouse.bg_y, 0, 0, Mouse.background, &(grd_curscreen->sc_canvas.cv_bitmap)   );
		}
		Mouse.bg_saved = 0;

		if (!Mouse.hidden)
		{
			// Save the background under new pointer
			Mouse.bg_saved=1;
			Mouse.bg_x = Mouse.x; Mouse.bg_y = Mouse.y;

			gr_bm_ubitblt( Mouse.background->bm_w, Mouse.background->bm_h, 0, 0, Mouse.bg_x, Mouse.bg_y, &(grd_curscreen->sc_canvas.cv_bitmap),Mouse.background   );

			// Draw the new pointer
			gr_bm_ubitbltm( Mouse.pointer->bm_w, Mouse.pointer->bm_h, Mouse.x, Mouse.y, 0, 0, Mouse.pointer, &(grd_curscreen->sc_canvas.cv_bitmap)   );
		}
	}

	Mouse.b1_last_status = Mouse.b1_status;
	Mouse.b2_last_status = Mouse.b2_status;

	if ( Mouse.backwards== 0 )
	{
		if (buttons & MOUSE_LBTN )
			Mouse.b1_status = BUTTON_PRESSED;
		else
			Mouse.b1_status = BUTTON_RELEASED;
		if (buttons & MOUSE_RBTN )
			Mouse.b2_status = BUTTON_PRESSED;
		else
			Mouse.b2_status = BUTTON_RELEASED;
	} else {
		if (buttons & MOUSE_LBTN )
			Mouse.b2_status = BUTTON_PRESSED;
		else
			Mouse.b2_status = BUTTON_RELEASED;
		if (buttons & MOUSE_RBTN )
			Mouse.b1_status = BUTTON_PRESSED;
		else
			Mouse.b1_status = BUTTON_RELEASED;
	}

	if ((Mouse.b1_status & BUTTON_PRESSED) && (Mouse.b1_last_status & BUTTON_RELEASED) )
	{
		if ( (TICKER <= Mouse.time_lastpressed+5)  )  //&& (Mouse.moved==0)
			Mouse.b1_status |= BUTTON_DOUBLE_CLICKED;

		Mouse.moved = 0;
		Mouse.time_lastpressed = TICKER;
		Mouse.b1_status |= BUTTON_JUST_PRESSED;

	}
	else if ((Mouse.b1_status & BUTTON_RELEASED) && (Mouse.b1_last_status & BUTTON_PRESSED) )
		Mouse.b1_status |= BUTTON_JUST_RELEASED;

	if ((Mouse.b2_status & BUTTON_PRESSED) && (Mouse.b2_last_status & BUTTON_RELEASED) )
		Mouse.b2_status |= BUTTON_JUST_PRESSED;
	else if ((Mouse.b2_status & BUTTON_RELEASED) && (Mouse.b2_last_status & BUTTON_PRESSED) )
		Mouse.b2_status |= BUTTON_JUST_RELEASED;
}