The only reason we show the system cursor outside the game area is to show users where their mouse is when the window is resized and the mouse is outside the game area. If the game cannot be interacted with, then the mouse also does not need to be shown in the black areas.
179 lines
5 KiB
C++
179 lines
5 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
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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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#ifndef BACKENDS_GRAPHICS_SDL_SDLGRAPHICS_H
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#define BACKENDS_GRAPHICS_SDL_SDLGRAPHICS_H
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#include "backends/graphics/windowed.h"
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#include "backends/platform/sdl/sdl-window.h"
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#include "common/rect.h"
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class SdlEventSource;
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/**
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* Base class for a SDL based graphics manager.
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*/
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class SdlGraphicsManager : virtual public WindowedGraphicsManager {
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public:
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SdlGraphicsManager(SdlEventSource *source, SdlWindow *window);
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virtual ~SdlGraphicsManager() {}
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/**
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* Makes this graphics manager active. That means it should be ready to
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* process inputs now. However, even without being active it should be
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* able to query the supported modes and other bits.
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*/
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virtual void activateManager();
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/**
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* Makes this graphics manager inactive. This should allow another
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* graphics manager to become active again.
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*/
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virtual void deactivateManager();
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/**
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* Notify the graphics manager that the graphics needs to be redrawn, since
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* the application window was modified.
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*
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* This is basically called when SDL_VIDEOEXPOSE was received.
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*/
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virtual void notifyVideoExpose() = 0;
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/**
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* Notify the graphics manager about a resize event.
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*
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* It is noteworthy that the requested width/height should actually be set
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* up as is and not changed by the graphics manager, since otherwise it may
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* lead to odd behavior for certain window managers.
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*
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* It is only required to overwrite this method in case you want a
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* resizable window. The default implementation just does nothing.
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*
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* @param width Requested window width.
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* @param height Requested window height.
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*/
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virtual void notifyResize(const int width, const int height) {}
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/**
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* Notifies the graphics manager about a mouse position change.
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*
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* The passed point *must* be converted from window coordinates to virtual
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* coordinates in order for the event to be processed correctly by the game
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* engine. Just use `convertWindowToVirtual` for this unless you need to do
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* something special.
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*
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* @param mouse The mouse position in window coordinates, which must be
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* converted synchronously to virtual coordinates.
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*/
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virtual void notifyMousePosition(Common::Point &mouse);
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virtual bool showMouse(const bool visible) override;
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/**
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* A (subset) of the graphic manager's state. This is used when switching
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* between different SDL graphic managers at runtime.
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*/
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struct State {
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int screenWidth, screenHeight;
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bool aspectRatio;
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bool fullscreen;
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bool cursorPalette;
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#ifdef USE_RGB_COLOR
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Graphics::PixelFormat pixelFormat;
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#endif
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};
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/**
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* Gets the current state of the graphics manager.
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*/
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State getState() const;
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/**
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* Sets up a basic state of the graphics manager.
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*/
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bool setState(const State &state);
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/**
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* @returns the SDL window.
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*/
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SdlWindow *getWindow() const { return _window; }
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virtual void initSizeHint(const Graphics::ModeList &modes) override;
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protected:
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virtual int getGraphicsModeScale(int mode) const = 0;
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bool defaultGraphicsModeConfig() const;
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int getGraphicsModeIdByName(const Common::String &name) const;
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/**
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* Gets the dimensions of the window directly from SDL instead of from the
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* values stored by the graphics manager.
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*/
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void getWindowSizeFromSdl(int *width, int *height) const {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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assert(_window);
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SDL_GetWindowSize(_window->getSDLWindow(), width, height);
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#else
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assert(_hwScreen);
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if (width) {
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*width = _hwScreen->w;
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}
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if (height) {
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*height = _hwScreen->h;
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}
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#endif
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}
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virtual void setSystemMousePosition(const int x, const int y) override {
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assert(_window);
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_window->warpMouseInWindow(x, y);
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}
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virtual void handleResizeImpl(const int width, const int height) override;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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public:
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void unlockWindowSize() {
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_allowWindowSizeReset = true;
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_hintedWidth = 0;
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_hintedHeight = 0;
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}
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protected:
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Uint32 _lastFlags;
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bool _allowWindowSizeReset;
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int _hintedWidth, _hintedHeight;
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bool createOrUpdateWindow(const int width, const int height, const Uint32 flags);
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#endif
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SDL_Surface *_hwScreen;
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SdlEventSource *_eventSource;
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SdlWindow *_window;
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};
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#endif
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