/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/Base/BGame.h" #include "engines/wintermute/Base/BRenderSDL.h" #include "engines/wintermute/utils/PathUtil.h" #include "engines/wintermute/PlatformSDL.h" #include "engines/wintermute/Base/BRegistry.h" #include "engines/wintermute/Base/BSoundMgr.h" #include "engines/wintermute/Base/scriptables/ScEngine.h" #include "common/str.h" #include "common/textconsole.h" #include "common/system.h" namespace WinterMute { CBGame *CBPlatform::Game = NULL; #define CLASS_NAME "GF_FRAME" int CBPlatform::initialize(CBGame *inGame, int argc, char *argv[]) { Game = inGame; return true; } ////////////////////////////////////////////////////////////////////////// void CBPlatform::handleEvent(Common::Event *event) { switch (event->type) { case Common::EVENT_LBUTTONDOWN: if (Game) { if (Game->isLeftDoubleClick()) Game->onMouseLeftDblClick(); else Game->onMouseLeftDown(); } break; case Common::EVENT_RBUTTONDOWN: if (Game) { if (Game->isRightDoubleClick()) Game->onMouseRightDblClick(); else Game->onMouseRightDown(); } break; case Common::EVENT_MBUTTONDOWN: if (Game) Game->onMouseMiddleDown(); break; case Common::EVENT_LBUTTONUP: if (Game) Game->onMouseLeftUp(); break; case Common::EVENT_RBUTTONUP: if (Game) Game->onMouseRightUp(); break; case Common::EVENT_MBUTTONUP: if (Game) Game->onMouseMiddleUp(); break; case Common::EVENT_KEYDOWN: if (Game) Game->handleKeypress(event); break; case Common::EVENT_KEYUP: if (Game) Game->handleKeyRelease(event); break; case Common::EVENT_WHEELUP: case Common::EVENT_WHEELDOWN: if (Game) Game->handleMouseWheel(event->mouse.y); break; /*#ifdef __IPHONEOS__ { CBRenderSDL *renderer = static_cast(Game->_renderer); POINT p; GetCursorPos(&p); Game->SetActiveObject(renderer->GetObjectAt(p.x, p.y)); if (Game->_activeObject != NULL && strcmp(Game->_activeObject->getClassName(), "CUIButton") == 0) { CUIButton *btn = static_cast(Game->_activeObject); if (btn->_visible && !btn->_disable) btn->_press = true; } } #endif*/ //TODO /* case SDL_MOUSEWHEEL: if (Game) Game->handleMouseWheel(event->wheel.y); break; case SDL_KEYDOWN: case SDL_TEXTINPUT: if (Game) Game->handleKeypress(event); break; case SDL_WINDOWEVENT: switch (event->window.event) { case SDL_WINDOWEVENT_FOCUS_GAINED: case SDL_WINDOWEVENT_RESTORED: if (Game) Game->OnActivate(true, true); SDL_ShowCursor(SDL_DISABLE); break; case SDL_WINDOWEVENT_FOCUS_LOST: case SDL_WINDOWEVENT_MINIMIZED: #ifndef __IPHONEOS__ if (Game) Game->OnActivate(false, false); SDL_ShowCursor(SDL_ENABLE); #endif break; case SDL_WINDOWEVENT_CLOSE: break; } break; */ case Common::EVENT_QUIT: case Common::EVENT_RTL: #ifdef __IPHONEOS__ if (Game) { Game->AutoSaveOnExit(); Game->_quitting = true; } #else if (Game) Game->onWindowClose(); #endif break; default: // TODO: Do we care about any other events? break; } } ////////////////////////////////////////////////////////////////////////// int CBPlatform::SDLEventWatcher(void *userdata, Common::Event *event) { //TODO /* if (event->type == SDL_WINDOWEVENT && event->window.event == SDL_WINDOWEVENT_MINIMIZED) { if (Game) Game->AutoSaveOnExit(); if (Game) Game->OnActivate(false, false); SDL_ShowCursor(SDL_ENABLE); } */ return 1; } ////////////////////////////////////////////////////////////////////////// // Win32 API bindings ////////////////////////////////////////////////////////////////////////// void CBPlatform::outputDebugString(const char *lpOutputString) { /* #ifdef __WIN32__ ::OutputDebugString(lpOutputString); #endif */ } ////////////////////////////////////////////////////////////////////////// uint32 CBPlatform::getTime() { return g_system->getMillis(); } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::getCursorPos(Common::Point *lpPoint) { CBRenderSDL *renderer = static_cast(Game->_renderer); Common::Point p = g_system->getEventManager()->getMousePos(); lpPoint->x = p.x; lpPoint->y = p.y; renderer->pointFromScreen(lpPoint); return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::setCursorPos(int X, int Y) { CBRenderSDL *renderer = static_cast(Game->_renderer); Common::Point p; p.x = X; p.y = Y; renderer->pointToScreen(&p); // TODO //SDL_WarpMouseInWindow(renderer->GetSdlWindow(), p.x, p.y); return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::showWindow(int nCmdShow) { return false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::deleteFile(const char *lpFileName) { return remove(lpFileName) ? true : false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::copyFile(const char *from, const char *to, bool failIfExists) { // try { warning("CBPlatform::copyFile(%s, %s, %d) - not implemented", from, to, failIfExists); return false; // if (failIfExists && boost::filesystem::exists(to)) return false; // boost::filesystem::copy_file(from, to); // return true; // } catch (...) { // return false; // } } ////////////////////////////////////////////////////////////////////////// void CBPlatform::setCapture() { return; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::releaseCapture() { return false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::setForegroundWindow() { return false; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::setRectEmpty(Common::Rect *lprc) { lprc->left = lprc->right = lprc->top = lprc->bottom = 0; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::isRectEmpty(const Common::Rect *lprc) { return (lprc->left >= lprc->right) || (lprc->top >= lprc->bottom); } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::ptInRect(Common::Rect *lprc, Common::Point p) { return (p.x >= lprc->left) && (p.x < lprc->right) && (p.y >= lprc->top) && (p.y < lprc->bottom); } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::setRect(Common::Rect *lprc, int left, int top, int right, int bottom) { lprc->left = left; lprc->top = top; lprc->right = right; lprc->bottom = bottom; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::intersectRect(Common::Rect *lprcDst, const Common::Rect *lprcSrc1, const Common::Rect *lprcSrc2) { if (isRectEmpty(lprcSrc1) || isRectEmpty(lprcSrc2) || lprcSrc1->left >= lprcSrc2->right || lprcSrc2->left >= lprcSrc1->right || lprcSrc1->top >= lprcSrc2->bottom || lprcSrc2->top >= lprcSrc1->bottom) { setRectEmpty(lprcDst); return false; } lprcDst->left = MAX(lprcSrc1->left, lprcSrc2->left); lprcDst->right = MIN(lprcSrc1->right, lprcSrc2->right); lprcDst->top = MAX(lprcSrc1->top, lprcSrc2->top); lprcDst->bottom = MIN(lprcSrc1->bottom, lprcSrc2->bottom); return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::unionRect(Common::Rect *lprcDst, Common::Rect *lprcSrc1, Common::Rect *lprcSrc2) { if (isRectEmpty(lprcSrc1)) { if (isRectEmpty(lprcSrc2)) { setRectEmpty(lprcDst); return false; } else { *lprcDst = *lprcSrc2; } } else { if (isRectEmpty(lprcSrc2)) { *lprcDst = *lprcSrc1; } else { lprcDst->left = MIN(lprcSrc1->left, lprcSrc2->left); lprcDst->top = MIN(lprcSrc1->top, lprcSrc2->top); lprcDst->right = MAX(lprcSrc1->right, lprcSrc2->right); lprcDst->bottom = MAX(lprcSrc1->bottom, lprcSrc2->bottom); } } return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::copyRect(Common::Rect *lprcDst, Common::Rect *lprcSrc) { if (lprcDst == NULL || lprcSrc == NULL) return false; *lprcDst = *lprcSrc; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::offsetRect(Common::Rect *lprc, int dx, int dy) { if (lprc == NULL) return false; lprc->left += dx; lprc->top += dy; lprc->right += dx; lprc->bottom += dy; return true; } ////////////////////////////////////////////////////////////////////////// bool CBPlatform::equalRect(Common::Rect *rect1, Common::Rect *rect2) { return rect1->left == rect2->left && rect1->right == rect2->right && rect1->top == rect2->top && rect1->bottom == rect2->bottom; } ////////////////////////////////////////////////////////////////////////// AnsiString CBPlatform::getSystemFontPath() { /*#ifdef __WIN32__ // we're looking for something like "c:\windows\fonts\"; char winDir[MAX_PATH_LENGTH + 1]; winDir[MAX_PATH_LENGTH] = '\0'; ::GetWindowsDirectory(winDir, MAX_PATH_LENGTH); return PathUtil::Combine(AnsiString(winDir), "fonts"); #else*/ // !PORTME //return "/Library/Fonts/"; return ""; //#endif } ////////////////////////////////////////////////////////////////////////// AnsiString CBPlatform::getPlatformName() { // TODO: Should conform to the WME-spec. //return AnsiString(SDL_GetPlatform()); return AnsiString("ScummVM"); } ////////////////////////////////////////////////////////////////////////// char *CBPlatform::strupr(char *string) { if (string) { for (size_t i = 0; i < strlen(string); ++i) { string[i] = toupper(string[i]); } } return string; } ////////////////////////////////////////////////////////////////////////// char *CBPlatform::strlwr(char *string) { if (string) { for (size_t i = 0; i < strlen(string); ++i) { string[i] = tolower(string[i]); } } return string; } } // end of namespace WinterMute