text: #include "render_mouse.h"
  
  // ---------------------------------------------------------------------
  // RenderMouse
  
  RenderMouse::RenderMouse(
      const CoordXY &p1,
      SDL_Texture* pTextureCursorTarget,
      int nPositionZ
  ) : RenderObject(nPositionZ),
      m_p1(p1),
      m_nCursorType(0)
  {
      m_pTextureCursorTarget = pTextureCursorTarget;
  
      m_currentFrame.x = 0;
      m_currentFrame.y = 0;
      m_currentFrame.w = 24;
      m_currentFrame.h = 24;
  
      this->updateCoord(p1);
  }
  
  void RenderMouse::modify(const GameState& state, IRenderWindow* pRenderWindow) {
      // m_pLineMoveble1->modify(state);
      // m_pLineMoveble2->modify(state);
  }
  
  bool RenderMouse::canDraw(const GameState& state) {
      return true;
  }
  
  void RenderMouse::draw(SDL_Renderer* renderer) {
      SDL_Rect dst;
      dst.x = m_p1.x() - 12;
      dst.y = m_p1.y() - 12;
      dst.w = m_currentFrame.w;
      dst.h = m_currentFrame.h;
      SDL_RenderCopy(renderer, m_pTextureCursorTarget, &m_currentFrame, &dst);
  }
  
  void RenderMouse::updateCoord(const CoordXY &p0) {
      m_p1 = p0;
  }
  