GliderPRO/Sources/AnimCursor.c

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//============================================================================
//----------------------------------------------------------------------------
// AnimCursor.c
//----------------------------------------------------------------------------
//============================================================================
#include <Resources.h>
#include "Externs.h"
#include "Environ.h"
#define rAcurID 128
#define rHandCursorID 1000
typedef struct
{
short n;
short index;
union
{
Handle cursorHdl;
short resID;
} frame[1];
} acurRec, *acurPtr, **acurHandle;
Boolean GetMonoCursors (acurHandle);
Boolean GetColorCursors (acurHandle);
void InitAnimatedCursor (acurHandle);
acurHandle animCursorH = nil;
Boolean useColorCursor = false;
//============================================================== Functions
//-------------------------------------------------------------- GetMonoCursors
// Loads b&w cursors (for animated beach ball).
Boolean GetMonoCursors (acurHandle ballCursH)
{
short i, j;
CursHandle cursHdl;
if (ballCursH) // Were we passed a legit acur handle?
{
j = (*ballCursH)->n; // Get number of 'frames' in the acur
for (i = 0; i < j; i++) // Start walking the frames
{
cursHdl = GetCursor((*ballCursH)->frame[i].resID);
if (cursHdl == nil) // Did the cursor load? It didn't?...
{ // Well then, toss what we got.
for (j = 0; j < i; j++)
DisposeHandle((*ballCursH)->frame[j].cursorHdl);
return(false); // And report this to mother.
} // However!...
else // If cursor loaded ok...
{ // Detach it from the resource map...
DetachResource((Handle)cursHdl); // And assign to our struct
(*ballCursH)->frame[i].cursorHdl = (Handle)cursHdl;
}
}
}
return(true);
}
//-------------------------------------------------------------- GetColorCursors
// Loads color cursors (for animated beach ball).
Boolean GetColorCursors (acurHandle ballCursH)
{
short i, j;
CCrsrHandle cursHdl;
Boolean result = true;
if (ballCursH)
{
j = (*ballCursH)->n; // Get the number of cursors
HideCursor(); // Hide the cursor
for (i = 0; i < j; i++) // Walk through the acur resource
{
cursHdl = GetCCursor((*ballCursH)->frame[i].resID); // Get the cursor
if (cursHdl == nil) // Make sure a real cursor was returned
{ // If not, trash all cursors loaded
for (j = 0; j < i; j++)
DisposeCCursor((CCrsrHandle)(*ballCursH)->frame[j].cursorHdl);
result = false; // Tell calling proc we failed
break; // And break out of the loop
}
else // But, if the cursor loaded ok
{ // add it to our list or cursor handles
(*ballCursH)->frame[i].cursorHdl = (Handle)cursHdl;
SetCCursor((CCrsrHandle)(*ballCursH)->frame[i].cursorHdl);
}
}
InitCursor(); // Show the cursor again (as arrow)
}
return(result); // Return to calling proc w/ results
}
//-------------------------------------------------------------- InitAnimatedCursor
// Loads and sets up animated beach ball cursor structures.
void InitAnimatedCursor (acurHandle ballCursH)
{
Boolean useColor;
useColor = thisMac.hasColor;
if (ballCursH == nil)
ballCursH = (void *)GetResource('acur', 128);
if (ballCursH && ballCursH != animCursorH)
{
HNoPurge((Handle)ballCursH);
MoveHHi((Handle)ballCursH);
HLock((Handle)ballCursH);
if (useColor)
useColor = GetColorCursors(ballCursH);
if (!useColor && !GetMonoCursors(ballCursH))
RedAlert(kErrFailedResourceLoad);
DisposCursors();
animCursorH = ballCursH;
useColorCursor = useColor;
(*ballCursH)->index = 0;
}
else
RedAlert(kErrFailedResourceLoad);
}
//-------------------------------------------------------------- LoadCursors
// Just calls the above function. Other code could be added here though<67>
// to add additional cursors.
void LoadCursors (void)
{
InitAnimatedCursor((acurHandle)GetResource('acur', rAcurID));
}
//-------------------------------------------------------------- DisposCursors
// Disposes of all memory allocated by anaimated beach ball cursors.
void DisposCursors (void)
{
register short i, j;
if (animCursorH != nil)
{
j = (*animCursorH)->n;
if (useColorCursor)
{
for (i = 0; i < j; i++)
{
if ((*animCursorH)->frame[i].cursorHdl != nil)
DisposeCCursor((CCrsrHandle)(*animCursorH)->frame[i].cursorHdl);
}
}
else
{
for (i = 0; i < j; i++)
{
if ((*animCursorH)->frame[i].cursorHdl != nil)
DisposeHandle((Handle)(*animCursorH)->frame[i].cursorHdl);
}
}
ReleaseResource((Handle)animCursorH);
animCursorH = nil;
}
}
//-------------------------------------------------------------- IncrementCursor
// Advances the beach ball cursor one frame.
void IncrementCursor (void)
{
if (animCursorH == 0)
InitAnimatedCursor(nil);
if (animCursorH)
{
(*animCursorH)->index++;
(*animCursorH)->index %= (*animCursorH)->n;
if (useColorCursor)
{
SetCCursor((CCrsrHandle)(*animCursorH)->
frame[(*animCursorH)->index].cursorHdl);
}
else
{
SetCursor((CursPtr)*(*animCursorH)->
frame[(*animCursorH)->index].cursorHdl);
}
}
else
SetCursor((CursPtr)*GetCursor(watchCursor));
}
//-------------------------------------------------------------- DecrementCursor
// Reverses the beach ball cursor one frame.
void DecrementCursor (void)
{
if (animCursorH == 0)
InitAnimatedCursor(nil);
if (animCursorH)
{
(*animCursorH)->index--;
if (((*animCursorH)->index) < 0)
(*animCursorH)->index = ((*animCursorH)->n) - 1;
if (useColorCursor)
{
SetCCursor((CCrsrHandle)(*animCursorH)->
frame[(*animCursorH)->index].cursorHdl);
}
else
{
SetCursor((CursPtr)*(*animCursorH)->
frame[(*animCursorH)->index].cursorHdl);
}
}
else
SetCursor((CursPtr)*GetCursor(watchCursor));
}
//-------------------------------------------------------------- SpinCursor
// Advances the beach ball cursor the number of frames specified.
void SpinCursor (short incrementIndex)
{
UInt32 dummyLong;
short i;
for (i = 0; i < incrementIndex; i++)
{
IncrementCursor();
Delay(1, &dummyLong);
}
}
//-------------------------------------------------------------- BackSpinCursor
// Reverses the beach ball cursor the number of frames specified.
void BackSpinCursor (short decrementIndex)
{
UInt32 dummyLong;
short i;
for (i = 0; i < decrementIndex; i++)
{
DecrementCursor();
Delay(1, &dummyLong);
}
}