SDL: Add basic abstraction class for the SDL window.
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37 changed files with 353 additions and 291 deletions
155
backends/platform/sdl/sdl-window.cpp
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155
backends/platform/sdl/sdl-window.cpp
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/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "backends/platform/sdl/sdl-window.h"
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SdlWindow::SdlWindow()
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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: _window(nullptr), _inputGrabState(false), _windowCaption("ScummVM"), _windowIcon(nullptr)
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#endif
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{
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}
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SdlWindow::~SdlWindow() {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_FreeSurface(_windowIcon);
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destroyWindow();
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#endif
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}
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void SdlWindow::setWindowCaption(const Common::String &caption) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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_windowCaption = caption;
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if (_window) {
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SDL_SetWindowTitle(_window, caption.c_str());
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}
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#else
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SDL_WM_SetCaption(caption.c_str(), caption.c_str());
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#endif
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}
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void SdlWindow::setWindowIcon(SDL_Surface *icon) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_FreeSurface(_windowIcon);
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_windowIcon = icon;
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if (_window) {
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SDL_SetWindowIcon(_window, icon);
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}
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#else
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SDL_WM_SetIcon(icon, NULL);
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SDL_FreeSurface(icon);
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#endif
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}
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void SdlWindow::toggleMouseGrab() {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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_inputGrabState = !(SDL_GetWindowGrab(_window) == SDL_TRUE);
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SDL_SetWindowGrab(_window, _inputGrabState ? SDL_TRUE : SDL_FALSE);
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}
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#else
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if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_OFF) {
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SDL_WM_GrabInput(SDL_GRAB_ON);
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} else {
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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}
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#endif
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}
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bool SdlWindow::hasMouseFocus() const {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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return (SDL_GetWindowFlags(_window) & SDL_WINDOW_MOUSE_FOCUS);
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} else {
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return false;
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}
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#else
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return (SDL_GetAppState() & SDL_APPMOUSEFOCUS);
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#endif
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}
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void SdlWindow::warpMouseInWindow(uint x, uint y) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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SDL_WarpMouseInWindow(_window, x, y);
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}
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#else
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SDL_WarpMouse(x, y);
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#endif
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}
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void SdlWindow::iconifyWindow() {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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SDL_MinimizeWindow(_window);
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}
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#else
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SDL_WM_IconifyWindow();
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#endif
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Surface *copySDLSurface(SDL_Surface *src) {
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const bool locked = SDL_MUSTLOCK(src) == SDL_TRUE;
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if (locked) {
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if (SDL_LockSurface(src) != 0) {
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return nullptr;
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}
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}
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SDL_Surface *res = SDL_CreateRGBSurfaceFrom(src->pixels,
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src->w, src->h, src->format->BitsPerPixel,
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src->pitch, src->format->Rmask, src->format->Gmask,
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src->format->Bmask, src->format->Amask);
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if (locked) {
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SDL_UnlockSurface(src);
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}
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return res;
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}
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bool SdlWindow::createWindow(int width, int height, uint32 flags) {
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destroyWindow();
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if (_inputGrabState) {
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flags |= SDL_WINDOW_INPUT_GRABBED;
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}
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_window = SDL_CreateWindow(_windowCaption.c_str(), SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, width, height, flags);
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if (!_window) {
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return false;
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}
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SDL_SetWindowIcon(_window, _windowIcon);
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return true;
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}
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void SdlWindow::destroyWindow() {
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SDL_DestroyWindow(_window);
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_window = nullptr;
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}
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#endif
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