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https://github.com/libretro/scummvm.git
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aec9b9e22a
This is a first step to get rid of OverlayColor, which is a requirement for proper 4Bpp overlay support.
208 lines
6.8 KiB
C++
208 lines
6.8 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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* 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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* 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_WINCE_SDL_H
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#define BACKENDS_GRAPHICS_WINCE_SDL_H
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#include "backends/graphics/surfacesdl/surfacesdl-graphics.h"
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#include "backends/platform/wince/CEgui/CEGUI.h"
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// Internal GUI names
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#define NAME_MAIN_PANEL "MainPanel"
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#define NAME_PANEL_KEYBOARD "Keyboard"
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#define NAME_ITEM_OPTIONS "Options"
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#define NAME_ITEM_SKIP "Skip"
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#define NAME_ITEM_SOUND "Sound"
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#define NAME_ITEM_ORIENTATION "Orientation"
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#define NAME_ITEM_BINDKEYS "Bindkeys"
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#define TOTAL_ZONES 3
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extern bool _hasSmartphoneResolution;
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class WINCESdlGraphicsManager : public SurfaceSdlGraphicsManager {
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public:
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WINCESdlGraphicsManager(SdlEventSource *sdlEventSource);
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const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
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void initSize(uint w, uint h, const Graphics::PixelFormat *format = NULL);
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bool hasFeature(OSystem::Feature f);
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void setFeatureState(OSystem::Feature f, bool enable);
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bool getFeatureState(OSystem::Feature f);
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int getDefaultGraphicsMode() const;
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bool setGraphicsMode(int mode);
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bool loadGFXMode();
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void unloadGFXMode();
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bool hotswapGFXMode();
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void update_game_settings();
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// Overloaded from SDL backend (toolbar handling)
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void drawMouse();
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// Overloaded from SDL backend (new scaler handling)
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void addDirtyRect(int x, int y, int w, int h, bool mouseRect = false);
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// Overloaded from SDL backend (new scaler handling)
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void warpMouse(int x, int y);
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// Update the dirty areas of the screen
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void internUpdateScreen();
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bool saveScreenshot(const char *filename);
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// Overloaded from SDL_Common (FIXME)
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void internDrawMouse();
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void undrawMouse();
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bool showMouse(bool visible);
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void setMouseCursor(const void *buf, uint w, uint h, int hotspot_x, int hotspot_y, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format); // overloaded by CE backend
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void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
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void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h); // overloaded by CE backend (FIXME)
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Graphics::Surface *lockScreen();
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void unlockScreen();
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void blitCursor();
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void showOverlay();
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void hideOverlay();
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void setMousePos(int x, int y);
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// GUI and action stuff
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void swap_panel_visibility();
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void swap_panel();
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void swap_smartphone_keyboard();
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void swap_zoom_up();
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void swap_zoom_down();
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void swap_mouse_visibility();
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void init_panel();
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void reset_panel();
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void swap_freeLook();
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bool getFreeLookState();
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//#ifdef WIN32_PLATFORM_WFSP
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void move_cursor_up();
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void move_cursor_down();
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void move_cursor_left();
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void move_cursor_right();
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void switch_zone();
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void add_right_click(bool pushed);
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void add_left_click(bool pushed);
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void initZones();
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void smartphone_rotate_display();
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//#endif
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bool hasPocketPCResolution();
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bool hasDesktopResolution();
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bool hasSquareQVGAResolution();
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bool hasWideResolution() const;
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bool _panelInitialized; // only initialize the toolbar once
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bool _noDoubleTapRMB; // disable double tap -> rmb click
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bool _noDoubleTapPT; // disable double tap for toolbar toggling
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CEGUI::ToolbarHandler _toolbarHandler;
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bool _toolbarHighDrawn; // cache toolbar 640x80
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int _newOrientation; // new orientation
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int _orientationLandscape; // current orientation
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int _scaleFactorXm; // scaler X *
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int _scaleFactorXd; // scaler X /
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int _scaleFactorYm; // scaler Y *
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int _scaleFactorYd; // scaler Y /
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bool _hasfocus; // scummvm has the top window
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MousePos _mouseCurState;
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bool _zoomUp; // zooming up mode
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bool _zoomDown; // zooming down mode
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bool _usesEmulatedMouse; // emulated mousemove ever been used in this session
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int _mouseXZone[TOTAL_ZONES];
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int _mouseYZone[TOTAL_ZONES];
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int _currentZone;
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// Smartphone specific variables
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int _lastKeyPressed; // last key pressed
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int _keyRepeat; // number of time the last key was repeated
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int _keyRepeatTime; // elapsed time since the key was pressed
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int _keyRepeatTrigger; // minimum time to consider the key was repeated
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struct zoneDesc {
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int x;
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int y;
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int width;
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int height;
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};
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static zoneDesc _zones[TOTAL_ZONES];
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virtual void transformMouseCoordinates(Common::Point &point);
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private:
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bool update_scalers();
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void drawToolbarMouse(SDL_Surface *surf, bool draw);
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void retrieve_mouse_location(int &x, int &y);
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void create_toolbar();
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bool _panelVisible; // panel visibility
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bool _panelStateForced; // panel visibility forced by external call
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String _saveActiveToolbar; // save active toolbar when forced
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bool _canBeAspectScaled; // game screen size allows for aspect scaling
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SDL_Rect _dirtyRectOut[NUM_DIRTY_RECT];
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bool _scalersChanged;
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bool isOzone();
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bool _saveToolbarState; // save visibility when forced
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bool _saveToolbarZoom; // save visibility when zooming
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SDL_Surface *_toolbarLow; // toolbar 320x40
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SDL_Surface *_toolbarHigh; // toolbar 640x80
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// Mouse
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int _mouseHotspotX, _mouseHotspotY;
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byte *_mouseBackupOld;
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uint16 *_mouseBackupToolbar;
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uint16 _mouseBackupDim;
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bool _forceHideMouse; // force invisible mouse cursor
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bool _freeLook; // freeLook mode (do not send mouse button events)
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// Smartphone specific variables
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void loadDeviceConfigurationElement(Common::String element, int &value, int defaultValue);
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int _repeatX; // repeat trigger for left and right cursor moves
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int _repeatY; // repeat trigger for up and down cursor moves
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int _stepX1; // offset for left and right cursor moves (slowest)
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int _stepX2; // offset for left and right cursor moves (faster)
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int _stepX3; // offset for left and right cursor moves (fastest)
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int _stepY1; // offset for up and down cursor moves (slowest)
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int _stepY2; // offset for up and down cursor moves (faster)
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int _stepY3; // offset for up and down cursor moves (fastest)
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};
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#endif /* BACKENDS_GRAPHICS_WINCE_SDL_H */
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