/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "common/util.h" #include "ags/engine/device/mouse_w32.h" #include "ags/engine/ac/game_state.h" #include "ags/engine/ac/sys_events.h" #include "ags/shared/debugging/out.h" #include "ags/shared/gfx/bitmap.h" #include "ags/engine/main/graphics_mode.h" #include "ags/engine/platform/base/ags_platform_driver.h" #include "ags/engine/platform/base/sys_main.h" #include "ags/globals.h" namespace AGS3 { using namespace AGS::Shared; using namespace AGS::Engine; enum { NONE = -1, LEFT = 0, RIGHT = 1, MIDDLE = 2 }; // static const int MB_ARRAY[3] = { 1, 2, 4 }; void Mouse::Poll() { // TODO: // disable or update mouse speed control to sdl // (does sdl support mouse cursor speed? is it even necessary anymore?); // TODO: [sonneveld] find out where mgetgraphpos is needed, are events polled before that? sys_evt_process_pending(); if (_G(switched_away)) return; // Save absolute cursor coordinates provided by system // NOTE: relative motion and the speed factor should already be applied by SDL2 or our custom devices. _G(real_mouse_x) = CLIP((int)_G(sys_mouse_x), _GP(mouse).ControlRect.Left, _GP(mouse).ControlRect.Right); _G(real_mouse_y) = CLIP((int)_G(sys_mouse_y), _GP(mouse).ControlRect.Top, _GP(mouse).ControlRect.Bottom); // Set new in-game cursor position, convert to the in-game logic coordinates _G(mousex) = _G(real_mouse_x); _G(mousey) = _G(real_mouse_y); if (!_G(ignore_bounds) && // When applying script bounds we only do so while cursor is inside game viewport _GP(mouse).ControlRect.IsInside(_G(mousex), _G(mousey)) && (_G(mousex) < _G(boundx1) || _G(mousey) < _G(boundy1) || _G(mousex) > _G(boundx2) || _G(mousey) > _G(boundy2))) { _G(mousex) = Math::Clamp(_G(mousex), _G(boundx1), _G(boundx2)); _G(mousey) = Math::Clamp(_G(mousey), _G(boundy1), _G(boundy2)); _GP(mouse).SetSysPosition(_G(mousex), _G(mousey)); } // Convert to virtual coordinates _GP(mouse).WindowToGame(_G(mousex), _G(mousey)); } void Mouse::SetSysPosition(int x, int y) { _G(sys_mouse_x) = x; _G(sys_mouse_y) = y; _G(real_mouse_x) = x; _G(real_mouse_y) = y; sys_window_set_mouse(_G(real_mouse_x), _G(real_mouse_y)); } void Mouse::SetHotspot(int x, int y) { _G(hotx) = x; _G(hoty) = y; } int Mouse::GetButtonCount() { // TODO: can SDL tell number of available/supported buttons at all, or whether mouse is present? // this is not that critical, but maybe some game devs would like to detect if player has or not a mouse. return 3; // SDL *theoretically* support 3 mouse buttons, but that does not mean they are physically present... } void Mouse::WindowToGame(int &x, int &y) { x = _GP(GameScaling).X.UnScalePt(x) - _GP(play).GetMainViewport().Left; y = _GP(GameScaling).Y.UnScalePt(y) - _GP(play).GetMainViewport().Top; } void Mouse::SetMoveLimit(const Rect &r) { Rect src_r = OffsetRect(r, _GP(play).GetMainViewport().GetLT()); Rect dst_r = _GP(GameScaling).ScaleRange(src_r); _G(boundx1) = dst_r.Left; _G(boundy1) = dst_r.Top; _G(boundx2) = dst_r.Right; _G(boundy2) = dst_r.Bottom; } void Mouse::SetPosition(const Point &p) { _GP(mouse).SetSysPosition(_GP(GameScaling).X.ScalePt(p.X + _GP(play).GetMainViewport().Left), _GP(GameScaling).Y.ScalePt(p.Y + _GP(play).GetMainViewport().Top)); } bool Mouse::IsLockedToWindow() { return LockedToWindow; } bool Mouse::TryLockToWindow() { if (!LockedToWindow) LockedToWindow = _G(platform)->LockMouseToWindow(); return LockedToWindow; } void Mouse::UnlockFromWindow() { _G(platform)->UnlockMouse(); LockedToWindow = false; } void Mouse::SetSpeedUnit(float f) { SpeedUnit = f; Speed = SpeedVal / SpeedUnit; } bool Mouse::IsControlEnabled() const { return ControlEnabled; } float Mouse::GetSpeedUnit() { return SpeedUnit; } void Mouse::SetSpeed(float speed) { SpeedVal = MAX(0.f, speed); Speed = SpeedUnit * SpeedVal; } float Mouse::GetSpeed() { return SpeedVal; } void Mouse::UpdateGraphicArea() { Mouse::ControlRect = _GP(GameScaling).ScaleRange(_GP(play).GetMainViewport()); Debug::Printf("Mouse cursor graphic area: (%d,%d)-(%d,%d) (%dx%d)", Mouse::ControlRect.Left, Mouse::ControlRect.Top, Mouse::ControlRect.Right, Mouse::ControlRect.Bottom, Mouse::ControlRect.GetWidth(), Mouse::ControlRect.GetHeight()); } void Mouse::SetMovementControl(bool flag) { ControlEnabled = false; if (flag) warning("movement control not supported, mouse control can't be enabled"); ags_clear_mouse_movement(); } } // namespace AGS3