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SDL handles HiDPI scaling differently depending on the system. On macOS for example the SDL window size and SDL drawable area have a different size (factor 2 usually) while on Windows they are the same. When HiDPI is disabled (for the SDL Surface mode for example) they are always the same. We need to appl this scaling when converting cursor position between the drawable area and the SDL window.
181 lines
4.4 KiB
C++
181 lines
4.4 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_PLATFORM_SDL_WINDOW_H
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#define BACKENDS_PLATFORM_SDL_WINDOW_H
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#include "backends/platform/sdl/sdl-sys.h"
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#include "common/rect.h"
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#include "common/str.h"
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class SdlWindow {
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public:
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SdlWindow();
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virtual ~SdlWindow();
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/**
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* Setup the window icon.
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*/
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virtual void setupIcon();
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/**
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* Change the caption of the window.
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*
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* @param caption New window caption in UTF-8 encoding.
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*/
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void setWindowCaption(const Common::String &caption);
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/**
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* Grab or ungrab the mouse cursor. This decides whether the cursor can leave
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* the window or not.
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*/
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void grabMouse(bool grab);
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/**
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* Lock or unlock the mouse cursor within the window.
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*/
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bool lockMouse(bool lock);
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/**
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* Check whether the application has mouse focus.
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*/
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bool hasMouseFocus() const;
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/**
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* Warp the mouse to the specified position in window coordinates. The mouse
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* will only be warped if the window is focused in the window manager.
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*
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* @returns true if the system cursor was warped.
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*/
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bool warpMouseInWindow(int x, int y);
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/**
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* Iconifies the window.
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*/
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void iconifyWindow();
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/**
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* Query platform specific SDL window manager information.
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*
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* Since this is an SDL internal structure clients are responsible
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* for accessing it in a version safe manner.
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*/
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bool getSDLWMInformation(SDL_SysWMinfo *info) const;
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/*
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* Retrieve the current desktop resolution.
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*/
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Common::Rect getDesktopResolution();
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/*
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* Get the scaling between the SDL Window size and the SDL
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* drawable area size. On some system, when HiDPI support is
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* enabled, those two sizes are different.
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*
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* To convert from window coordinate to drawable area coordinate,
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* multiple the coordinate by this scaling factor. To convert
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* from drawable area coordinate to window coordinate, divide the
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* coordinate by this scaling factor.
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*/
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float getSdlDpiScalingFactor() const;
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/**
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* Returns the scaling mode based on the display DPI
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*/
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virtual float getDpiScalingFactor() const;
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bool mouseIsGrabbed() const {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (_window) {
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return SDL_GetWindowGrab(_window) == SDL_TRUE;
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}
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#endif
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return _inputGrabState;
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}
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bool mouseIsLocked() const {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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return SDL_GetRelativeMouseMode() == SDL_TRUE;
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#else
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return _inputLockState;
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#endif
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}
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private:
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Common::Rect _desktopRes;
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bool _inputGrabState, _inputLockState;
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protected:
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void getDisplayDpi(float *dpi, float *defaultDpi) const;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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public:
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/**
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* @return The window ScummVM has setup with SDL.
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*/
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SDL_Window *getSDLWindow() const { return _window; }
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/**
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* @return The display containing the ScummVM window.
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*/
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int getDisplayIndex() const;
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/**
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* Creates or updates the SDL window.
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*
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* @param width Width of the window.
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* @param height Height of the window.
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* @param flags SDL flags passed to SDL_CreateWindow
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* @return true on success, false otherwise
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*/
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bool createOrUpdateWindow(int width, int height, uint32 flags);
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/**
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* Destroys the current SDL window.
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*/
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void destroyWindow();
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protected:
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SDL_Window *_window;
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private:
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uint32 _lastFlags;
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/**
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* Switching between software and OpenGL modes requires the window to be
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* destroyed and recreated. These properties store the position of the last
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* window so the new window will be created in the same place.
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*/
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int _lastX, _lastY;
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Common::String _windowCaption;
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#endif
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};
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class SdlIconlessWindow : public SdlWindow {
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public:
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virtual void setupIcon() {}
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};
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#endif
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