scummvm/backends/platform/sdl/sdl-window.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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BACKENDS_PLATFORM_SDL_WINDOW_H
#define BACKENDS_PLATFORM_SDL_WINDOW_H
#include "backends/platform/sdl/sdl-sys.h"
#include "common/rect.h"
#include "common/str.h"
class SdlWindow {
public:
SdlWindow();
virtual ~SdlWindow();
/**
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* Setup the window icon.
*/
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virtual void setupIcon();
/**
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* Change the caption of the window.
*
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* @param caption New window caption in UTF-8 encoding.
*/
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void setWindowCaption(const Common::String &caption);
/**
* Grab or ungrab the mouse cursor. This decides whether the cursor can leave
* the window or not.
*/
void grabMouse(bool grab);
/**
* Lock or unlock the mouse cursor within the window.
*/
bool lockMouse(bool lock);
/**
* Check whether the application has mouse focus.
*/
bool hasMouseFocus() const;
/**
BACKENDS: Refactor OpenGL & SDL graphics backends This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
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* Warp the mouse to the specified position in window coordinates. The mouse
* will only be warped if the window is focused in the window manager.
*
* @returns true if the system cursor was warped.
*/
bool warpMouseInWindow(int x, int y);
/**
* Iconifies the window.
*/
void iconifyWindow();
/**
* Query platform specific SDL window manager information.
*
* Since this is an SDL internal structure clients are responsible
* for accessing it in a version safe manner.
*/
bool getSDLWMInformation(SDL_SysWMinfo *info) const;
/*
* Retrieve the current desktop resolution.
*/
Common::Rect getDesktopResolution();
bool mouseIsGrabbed() const {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
return SDL_GetWindowGrab(_window) == SDL_TRUE;
}
return false;
#else
return _inputGrabState;
#endif
}
BACKENDS: Refactor OpenGL & SDL graphics backends This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
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bool mouseIsLocked() const {
#if SDL_VERSION_ATLEAST(2, 0, 0)
return SDL_GetRelativeMouseMode() == SDL_TRUE;
#else
return _inputLockState;
#endif
}
BACKENDS: Refactor OpenGL & SDL graphics backends This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
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private:
Common::Rect _desktopRes;
#if SDL_VERSION_ATLEAST(2, 0, 0)
public:
/**
* @return The window ScummVM has setup with SDL.
*/
SDL_Window *getSDLWindow() const { return _window; }
/**
* Creates or updates the SDL window.
*
* @param width Width of the window.
* @param height Height of the window.
* @param flags SDL flags passed to SDL_CreateWindow
* @return true on success, false otherwise
*/
bool createOrUpdateWindow(int width, int height, uint32 flags);
/**
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* Destroys the current SDL window.
*/
void destroyWindow();
protected:
SDL_Window *_window;
private:
uint32 _lastFlags;
/**
* Switching between software and OpenGL modes requires the window to be
* destroyed and recreated. These properties store the position of the last
* window so the new window will be created in the same place.
*/
int _lastX, _lastY;
Common::String _windowCaption;
#else
bool _inputGrabState, _inputLockState;
#endif
};
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class SdlIconlessWindow : public SdlWindow {
public:
virtual void setupIcon() {}
};
#endif