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Mouse movement control is not supported, but the warning should only be displayed when requesting the functionality
164 lines
5.2 KiB
C++
164 lines
5.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/util.h"
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#include "ags/engine/device/mouse_w32.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/sys_events.h"
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#include "ags/shared/debugging/out.h"
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#include "ags/shared/gfx/bitmap.h"
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#include "ags/engine/main/graphics_mode.h"
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#include "ags/engine/platform/base/ags_platform_driver.h"
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#include "ags/engine/platform/base/sys_main.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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enum {
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NONE = -1, LEFT = 0, RIGHT = 1, MIDDLE = 2
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};
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// static const int MB_ARRAY[3] = { 1, 2, 4 };
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void Mouse::Poll() {
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// TODO:
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// disable or update mouse speed control to sdl
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// (does sdl support mouse cursor speed? is it even necessary anymore?);
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// TODO: [sonneveld] find out where mgetgraphpos is needed, are events polled before that?
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sys_evt_process_pending();
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if (_G(switched_away))
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return;
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// Save absolute cursor coordinates provided by system
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// NOTE: relative motion and the speed factor should already be applied by SDL2 or our custom devices.
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_G(real_mouse_x) = CLIP((int)_G(sys_mouse_x), _GP(mouse).ControlRect.Left, _GP(mouse).ControlRect.Right);
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_G(real_mouse_y) = CLIP((int)_G(sys_mouse_y), _GP(mouse).ControlRect.Top, _GP(mouse).ControlRect.Bottom);
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// Set new in-game cursor position, convert to the in-game logic coordinates
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_G(mousex) = _G(real_mouse_x);
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_G(mousey) = _G(real_mouse_y);
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if (!_G(ignore_bounds) &&
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// When applying script bounds we only do so while cursor is inside game viewport
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_GP(mouse).ControlRect.IsInside(_G(mousex), _G(mousey)) &&
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(_G(mousex) < _G(boundx1) || _G(mousey) < _G(boundy1) || _G(mousex) > _G(boundx2) || _G(mousey) > _G(boundy2))) {
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_G(mousex) = Math::Clamp(_G(mousex), _G(boundx1), _G(boundx2));
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_G(mousey) = Math::Clamp(_G(mousey), _G(boundy1), _G(boundy2));
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_GP(mouse).SetSysPosition(_G(mousex), _G(mousey));
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}
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// Convert to virtual coordinates
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_GP(mouse).WindowToGame(_G(mousex), _G(mousey));
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}
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void Mouse::SetSysPosition(int x, int y) {
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_G(sys_mouse_x) = x;
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_G(sys_mouse_y) = y;
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_G(real_mouse_x) = x;
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_G(real_mouse_y) = y;
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sys_window_set_mouse(_G(real_mouse_x), _G(real_mouse_y));
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}
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void Mouse::SetHotspot(int x, int y) {
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_G(hotx) = x;
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_G(hoty) = y;
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}
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int Mouse::GetButtonCount() {
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// TODO: can SDL tell number of available/supported buttons at all, or whether mouse is present?
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// this is not that critical, but maybe some game devs would like to detect if player has or not a mouse.
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return 3; // SDL *theoretically* support 3 mouse buttons, but that does not mean they are physically present...
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}
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void Mouse::WindowToGame(int &x, int &y) {
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x = _GP(GameScaling).X.UnScalePt(x) - _GP(play).GetMainViewport().Left;
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y = _GP(GameScaling).Y.UnScalePt(y) - _GP(play).GetMainViewport().Top;
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}
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void Mouse::SetMoveLimit(const Rect &r) {
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Rect src_r = OffsetRect(r, _GP(play).GetMainViewport().GetLT());
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Rect dst_r = _GP(GameScaling).ScaleRange(src_r);
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_G(boundx1) = dst_r.Left;
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_G(boundy1) = dst_r.Top;
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_G(boundx2) = dst_r.Right;
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_G(boundy2) = dst_r.Bottom;
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}
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void Mouse::SetPosition(const Point &p) {
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_GP(mouse).SetSysPosition(_GP(GameScaling).X.ScalePt(p.X + _GP(play).GetMainViewport().Left),
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_GP(GameScaling).Y.ScalePt(p.Y + _GP(play).GetMainViewport().Top));
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}
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bool Mouse::IsLockedToWindow() {
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return LockedToWindow;
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}
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bool Mouse::TryLockToWindow() {
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if (!LockedToWindow)
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LockedToWindow = _G(platform)->LockMouseToWindow();
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return LockedToWindow;
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}
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void Mouse::UnlockFromWindow() {
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_G(platform)->UnlockMouse();
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LockedToWindow = false;
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}
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void Mouse::SetSpeedUnit(float f) {
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SpeedUnit = f;
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Speed = SpeedVal / SpeedUnit;
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}
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bool Mouse::IsControlEnabled() const {
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return ControlEnabled;
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}
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float Mouse::GetSpeedUnit() {
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return SpeedUnit;
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}
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void Mouse::SetSpeed(float speed) {
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SpeedVal = MAX(0.f, speed);
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Speed = SpeedUnit * SpeedVal;
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}
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float Mouse::GetSpeed() {
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return SpeedVal;
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}
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void Mouse::UpdateGraphicArea() {
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Mouse::ControlRect = _GP(GameScaling).ScaleRange(_GP(play).GetMainViewport());
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Debug::Printf("Mouse cursor graphic area: (%d,%d)-(%d,%d) (%dx%d)",
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Mouse::ControlRect.Left, Mouse::ControlRect.Top, Mouse::ControlRect.Right, Mouse::ControlRect.Bottom,
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Mouse::ControlRect.GetWidth(), Mouse::ControlRect.GetHeight());
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}
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void Mouse::SetMovementControl(bool flag) {
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ControlEnabled = false;
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if (flag)
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warning("movement control not supported, mouse control can't be enabled");
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ags_clear_mouse_movement();
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}
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} // namespace AGS3
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