File: mouse_w32.h

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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/>.
 *
 */

#ifndef AGS_ENGINE_DEVICE_MOUSEW32_H
#define AGS_ENGINE_DEVICE_MOUSEW32_H

#include "ags/shared/util/geometry.h"
#include "ags/shared/util/geometry.h"

namespace AGS3 {
namespace AGS {
namespace Shared {
class Bitmap;
} // namespace Shared
} // namespace AGS

using namespace AGS; // FIXME later

struct Mouse {
	// Tells whether mouse was locked to the game window
	bool LockedToWindow = false;

	// Screen rectangle, in which the mouse movement is controlled by engine
	Rect  ControlRect;
	// Mouse control enabled flag
	bool  ControlEnabled = false;
	// Flag that tells whether the mouse must be forced to stay inside control rect
	bool  ConfineInCtrlRect = false;
	// Mouse speed value provided by user
	float SpeedVal = 1.f;
	// Mouse speed unit
	float SpeedUnit = 1.f;
	// Actual speed factor (cached)
	float Speed = 1.f;

	// Converts real window coordinates to native game coords
	void WindowToGame(int &x, int &y);
	// Sets mouse position in system coordinates, syncs with the real mouse cursor
	void SetSysPosition(int x, int y);

	// Tells the number of supported mouse buttons
	int GetButtonCount();

	// Get if mouse is locked to the game window
	bool IsLockedToWindow();
	// Try locking mouse to the game window
	bool TryLockToWindow();
	// Unlock mouse from the game window
	void UnlockFromWindow();

	// Tell if the mouse movement control is enabled
	bool IsControlEnabled() const;
	// Set base speed factor, which would serve as a mouse speed unit
	void SetSpeedUnit(float f);
	// Get base speed factor
	float GetSpeedUnit();
	// Set speed factors
	void SetSpeed(float speed);
	// Get speed factor
	float GetSpeed();

	// Updates limits of the area inside which the standard OS cursor is not shown;
	// uses game's main viewport (in native coordinates) to calculate real area on screen
	void UpdateGraphicArea();
	// Limits the area where the game cursor can move on virtual screen;
	// parameter must be in native game coordinates
	void SetMoveLimit(const Rect &r);

	// Polls the cursor position, updates mousex, mousey
	void Poll();
	// Set actual OS cursor position on screen; in native game coordinates
	void SetPosition(const Point &p);
	// Sets the relative position of the cursor's hotspot, in native pixels
	void SetHotspot(int x, int y);

	void SetMovementControl(bool flag);
};

} // namespace AGS3

#endif