scummvm/engines/ags/engine/device/mouse_w32.h
Walter Agazzi 7808fb52e6 AGS: Engine: tidied few remaining old functions in Mouse namespace
* minstalled -> Mouse::GetButtonCount();
* msetgraphpos -> Mouse::SetSysPosition() (internal);
* mgetgraphpos -> Mouse::Poll();
* msetcursorlimit -> merged with Mouse::SetMoveLimit();
* msethotspot -> Mouse::SetHotspot().

From upstream 9211b07f36528776e6fabc34a29405b6d63f6c23
2023-04-29 13:11:41 +02:00

99 lines
3.1 KiB
C++

/* 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