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engines/ags/engine/device/mouse_w32.h
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engines/ags/engine/device/mouse_w32.h
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/* 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 AGS_ENGINE_DEVICE_MOUSEW32_H
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#define AGS_ENGINE_DEVICE_MOUSEW32_H
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#include "ags/shared/util/geometry.h"
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#include "ags/shared/util/geometry.h"
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namespace AGS3 {
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namespace AGS {
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namespace Shared {
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class Bitmap;
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} // namespace Shared
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} // namespace AGS
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using namespace AGS; // FIXME later
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struct Mouse {
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// Tells whether mouse was locked to the game window
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bool LockedToWindow = false;
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// Screen rectangle, in which the mouse movement is controlled by engine
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Rect ControlRect;
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// Mouse control enabled flag
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bool ControlEnabled = false;
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// Flag that tells whether the mouse must be forced to stay inside control rect
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bool ConfineInCtrlRect = false;
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// Mouse speed value provided by user
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float SpeedVal = 1.f;
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// Mouse speed unit
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float SpeedUnit = 1.f;
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// Actual speed factor (cached)
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float Speed = 1.f;
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// Converts real window coordinates to native game coords
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void WindowToGame(int &x, int &y);
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// Sets mouse position in system coordinates, syncs with the real mouse cursor
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void SetSysPosition(int x, int y);
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// Tells the number of supported mouse buttons
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int GetButtonCount();
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// Get if mouse is locked to the game window
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bool IsLockedToWindow();
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// Try locking mouse to the game window
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bool TryLockToWindow();
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// Unlock mouse from the game window
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void UnlockFromWindow();
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// Tell if the mouse movement control is enabled
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bool IsControlEnabled() const;
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// Set base speed factor, which would serve as a mouse speed unit
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void SetSpeedUnit(float f);
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// Get base speed factor
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float GetSpeedUnit();
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// Set speed factors
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void SetSpeed(float speed);
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// Get speed factor
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float GetSpeed();
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// Updates limits of the area inside which the standard OS cursor is not shown;
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// uses game's main viewport (in native coordinates) to calculate real area on screen
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void UpdateGraphicArea();
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// Limits the area where the game cursor can move on virtual screen;
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// parameter must be in native game coordinates
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void SetMoveLimit(const Rect &r);
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// Polls the cursor position, updates mousex, mousey
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void Poll();
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// Set actual OS cursor position on screen; in native game coordinates
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void SetPosition(const Point &p);
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// Sets the relative position of the cursor's hotspot, in native pixels
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void SetHotspot(int x, int y);
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void SetMovementControl(bool flag);
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};
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} // namespace AGS3
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#endif
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