mirror of
https://github.com/libretro/scummvm.git
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186 lines
4.5 KiB
C++
186 lines
4.5 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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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* Specify the area of the window to confine the mouse cursor.
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*/
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void setMouseRect(const Common::Rect &rect);
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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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SDL_Rect grabRect;
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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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