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Copy pathAction.cpp
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130 lines (116 loc) · 2.81 KB
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/*
* Copyright 2010 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom 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.
*
* OpenXcom 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 OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Action.h"
namespace OpenXcom
{
/**
* Creates a new action.
* @param scaleX Screen's X scaling factor.
* @param scaleY Screen's Y scaling factor.
* @param ev Pointer to SDL_event.
*/
Action::Action(SDL_Event *ev, double scaleX, double scaleY) : _ev(ev), _scaleX(scaleX), _scaleY(scaleY), _mouseX(-1), _mouseY(-1), _sender(0)
{
}
Action::~Action()
{
}
/**
* Returns the X scaling factor used by the screen
* when this action was fired (used to correct mouse input).
* @return Screen's X scaling factor.
*/
double Action::getXScale() const
{
return _scaleX;
}
/**
* Returns the Y scaling factor used by the screen
* when this action was fired (used to correct mouse input).
* @return Screen's Y scaling factor.
*/
double Action::getYScale() const
{
return _scaleY;
}
/**
* Returns the absolute X position of the
* mouse cursor relative to the game window,
* or -1 if this isn't a mouse-related action.
* @return Mouse's X position.
*/
int Action::getXMouse() const
{
return _mouseX;
}
/**
* Changes the absolute X position of the
* mouse cursor relative to the game window.
* @param x Mouse's X position.
*/
void Action::setXMouse(int x)
{
_mouseX = x;
}
/**
* Returns the absolute Y position of the
* mouse cursor relative to the game window,
* or -1 if this isn't a mouse-related action.
* @return Mouse's Y position.
*/
int Action::getYMouse() const
{
return _mouseY;
}
/**
* Changes the absolute Y position of the
* mouse cursor relative to the game window.
* @param y Mouse's Y position.
*/
void Action::setYMouse(int y)
{
_mouseY = y;
}
/**
* Returns the interactive surface that triggered
* this action (the sender).
* @return Pointer to interactive surface.
*/
InteractiveSurface *const Action::getSender() const
{
return _sender;
}
/**
* Changes the interactive surface that triggered
* this action (the sender).
* @param sender Pointer to interactive surface.
*/
void Action::setSender(InteractiveSurface *sender)
{
_sender = sender;
}
/**
* Returns the details about this action.
* @return Pointer to SDL_event.
*/
SDL_Event *const Action::getDetails() const
{
return _ev;
}
}