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Normally with SDL, a mouse motion event will be sent after the system mouse cursor has been moved by a call to SDL_WarpMouseInWindow, but if the system cursor cannot be moved (e.g. because the window does not have mouse focus), games still need to receive these mouse events so they can successfully update the mouse position internally. Otherwise, games continue to think the mouse is still in the original position and will continue to try to perform whatever action is associated with that mouse position. Refs Trac#9689.
129 lines
3.2 KiB
C++
129 lines
3.2 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/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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* Toggle mouse grab state. This decides whether the cursor can leave the
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* window or not.
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*/
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void toggleMouseGrab();
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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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bool mouseIsGrabbed() const { return _inputGrabState; }
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private:
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bool _inputGrabState;
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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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* 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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