Show SoftwareMouse.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D 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.
//
// Scorched3D 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 Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <graph/SoftwareMouse.h>
#include <client/ScorchedClient.h>
#include <engine/GameState.h>
#include <GLEXT/GLImageFactory.h>
#include <GLEXT/GLState.h>
#include <common/Defines.h>
#include <graph/OptionsDisplay.h>
#include <SDL/SDL.h>
SoftwareMouse *SoftwareMouse::instance_ = 0;
SoftwareMouse *SoftwareMouse::instance()
{
if (!instance_)
{
instance_ = new SoftwareMouse;
}
return instance_;
}
SoftwareMouse::SoftwareMouse() :
GameStateI("SoftwareMouse")
{
}
SoftwareMouse::~SoftwareMouse()
{
}
void SoftwareMouse::draw(const unsigned currentstate)
{
if (!OptionsDisplay::instance()->getSoftwareMouse()) return;
if (!mouseTex_.textureValid())
{
std::string file1 = getDataFile("data/windows/pointer.bmp");
std::string file2 = getDataFile("data/windows/pointera.bmp");
GLImageHandle map = GLImageFactory::loadImageHandle(file1.c_str(), file2.c_str());
mouseTex_.create(map, false);
SDL_ShowCursor(SDL_DISABLE);
}
GLState state(GLState::BLEND_ON | GLState::TEXTURE_ON | GLState::DEPTH_OFF);
int mouseX = ScorchedClient::instance()->getGameState().getMouseX();
int mouseY = ScorchedClient::instance()->getGameState().getMouseY();
mouseTex_.draw();
glPushMatrix();
glTranslatef(float(mouseX), float(mouseY), 0.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glScalef(2.0f, 2.0f, 2.0f); // Size of the mouse pointer
glTranslatef(0.0f, -16.0f, 0.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(16.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(16.0f, 16.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.0f, 16.0f);
glEnd();
glPopMatrix();
}
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