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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/util.h"
#include "ags/engine/device/mouse_w32.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/shared/debugging/out.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/main/graphics_mode.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/engine/platform/base/sys_main.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
enum {
NONE = -1, LEFT = 0, RIGHT = 1, MIDDLE = 2
};
// static const int MB_ARRAY[3] = { 1, 2, 4 };
void mgetgraphpos() {
// TODO: review and possibly rewrite whole thing;
// research what disable_mgetgraphpos does, and is this still necessary?
// disable or update mouse speed control to sdl
// (does sdl support mouse cursor speed? is it even necessary anymore?);
// TODO: [sonneveld] find out where mgetgraphpos is needed, are events polled before that?
sys_evt_process_pending();
if (_G(disable_mgetgraphpos)) {
// The cursor coordinates are provided from alternate source;
// in this case we completely ignore actual cursor movement.
if (!_G(ignore_bounds) &&
// When applying script bounds we only do so while cursor is inside game viewport
_GP(mouse).ControlRect.IsInside(_G(mousex), _G(mousey)) &&
(_G(mousex) < _G(boundx1) || _G(mousey) < _G(boundy1) || _G(mousex) > _G(boundx2) || _G(mousey) > _G(boundy2))) {
_G(mousex) = CLIP(_G(mousex), _G(boundx1), _G(boundx2));
_G(mousey) = CLIP(_G(mousey), _G(boundy1), _G(boundy2));
msetgraphpos(_G(mousex), _G(mousey));
}
return;
}
if (!_G(switched_away) && _GP(mouse).ControlEnabled) {
// Use relative mouse movement; speed factor should already be applied by SDL in this mode
int rel_x, rel_y;
ags_mouse_get_relxy(rel_x, rel_y);
_G(real_mouse_x) = CLIP(_G(real_mouse_x) + rel_x, _GP(mouse).ControlRect.Left, _GP(mouse).ControlRect.Right);
_G(real_mouse_y) = CLIP(_G(real_mouse_y) + rel_y, _GP(mouse).ControlRect.Top, _GP(mouse).ControlRect.Bottom);
} else {
// Save real cursor coordinates provided by system
_G(real_mouse_x) = CLIP((int)_G(sys_mouse_x), _GP(mouse).ControlRect.Left, _GP(mouse).ControlRect.Right);
_G(real_mouse_y) = CLIP((int)_G(sys_mouse_y), _GP(mouse).ControlRect.Top, _GP(mouse).ControlRect.Bottom);
}
// Set new in-game cursor position
_G(mousex) = _G(real_mouse_x);
_G(mousey) = _G(real_mouse_y);
if (!_G(ignore_bounds) &&
// When applying script bounds we only do so while cursor is inside game viewport
_GP(mouse).ControlRect.IsInside(_G(mousex), _G(mousey)) &&
(_G(mousex) < _G(boundx1) || _G(mousey) < _G(boundy1) || _G(mousex) > _G(boundx2) || _G(mousey) > _G(boundy2))) {
_G(mousex) = Math::Clamp(_G(mousex), _G(boundx1), _G(boundx2));
_G(mousey) = Math::Clamp(_G(mousey), _G(boundy1), _G(boundy2));
msetgraphpos(_G(mousex), _G(mousey));
}
// Convert to virtual coordinates
_GP(mouse).WindowToGame(_G(mousex), _G(mousey));
}
void msetcursorlimit(int x1, int y1, int x2, int y2) {
_G(boundx1) = x1;
_G(boundy1) = y1;
_G(boundx2) = x2;
_G(boundy2) = y2;
}
void msetgraphpos(int xa, int ya) {
_G(real_mouse_x) = xa;
_G(real_mouse_y) = ya;
sys_window_set_mouse(_G(real_mouse_x), _G(real_mouse_y));
}
void msethotspot(int xx, int yy) {
_G(hotx) = xx; // _G(mousex) -= _G(hotx); _G(mousey) -= _G(hoty);
_G(hoty) = yy; // _G(mousex) += _G(hotx); _G(mousey) += _G(hoty);
}
int minstalled() {
// Number of buttons supported
return 3;
}
void Mouse::WindowToGame(int &x, int &y) {
x = _GP(GameScaling).X.UnScalePt(x) - _GP(play).GetMainViewport().Left;
y = _GP(GameScaling).Y.UnScalePt(y) - _GP(play).GetMainViewport().Top;
}
void Mouse::SetMoveLimit(const Rect &r) {
Rect src_r = OffsetRect(r, _GP(play).GetMainViewport().GetLT());
Rect dst_r = _GP(GameScaling).ScaleRange(src_r);
msetcursorlimit(dst_r.Left, dst_r.Top, dst_r.Right, dst_r.Bottom);
}
void Mouse::SetPosition(const Point p) {
msetgraphpos(_GP(GameScaling).X.ScalePt(p.X + _GP(play).GetMainViewport().Left), _GP(GameScaling).Y.ScalePt(p.Y + _GP(play).GetMainViewport().Top));
}
bool Mouse::IsLockedToWindow() {
return LockedToWindow;
}
bool Mouse::TryLockToWindow() {
if (!LockedToWindow)
LockedToWindow = _G(platform)->LockMouseToWindow();
return LockedToWindow;
}
void Mouse::UnlockFromWindow() {
_G(platform)->UnlockMouse();
LockedToWindow = false;
}
void Mouse::SetSpeedUnit(float f) {
SpeedUnit = f;
Speed = SpeedVal / SpeedUnit;
}
bool Mouse::IsControlEnabled() const {
return ControlEnabled;
}
float Mouse::GetSpeedUnit() {
return SpeedUnit;
}
void Mouse::SetSpeed(float speed) {
SpeedVal = MAX(0.f, speed);
Speed = SpeedUnit * SpeedVal;
}
float Mouse::GetSpeed() {
return SpeedVal;
}
void Mouse::UpdateGraphicArea() {
Mouse::ControlRect = _GP(GameScaling).ScaleRange(_GP(play).GetMainViewport());
Debug::Printf("Mouse cursor graphic area: (%d,%d)-(%d,%d) (%dx%d)",
Mouse::ControlRect.Left, Mouse::ControlRect.Top, Mouse::ControlRect.Right, Mouse::ControlRect.Bottom,
Mouse::ControlRect.GetWidth(), Mouse::ControlRect.GetHeight());
}
void Mouse::SetMovementControl(bool flag) {
ControlEnabled = false;
warning("movement control not supported, mouse control can't be enabled");
ags_clear_mouse_movement();
}
} // namespace AGS3
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