/* 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/wintermute.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/gfx/osystem/base_render_osystem.h" #include "engines/wintermute/platform_osystem.h" #include "common/str.h" #include "common/textconsole.h" #include "common/system.h" namespace Wintermute { BaseGame *BasePlatform::_gameRef = nullptr; WintermuteEngine *BasePlatform::_engineRef = nullptr; #define CLASS_NAME "GF_FRAME" int BasePlatform::initialize(WintermuteEngine *engineRef, BaseGame *inGame, int argc, char *argv[]) { _gameRef = inGame; _engineRef = engineRef; return true; } void BasePlatform::deinit() { _gameRef = nullptr; _engineRef = nullptr; } ////////////////////////////////////////////////////////////////////////// void BasePlatform::handleEvent(Common::Event *event) { switch (event->type) { case Common::EVENT_LBUTTONDOWN: if (_gameRef) { if (_gameRef->isLeftDoubleClick()) { _gameRef->onMouseLeftDblClick(); } else { _gameRef->onMouseLeftDown(); } } break; case Common::EVENT_RBUTTONDOWN: if (_gameRef) { if (_gameRef->isRightDoubleClick()) { _gameRef->onMouseRightDblClick(); } else { _gameRef->onMouseRightDown(); } } break; case Common::EVENT_MBUTTONDOWN: if (_gameRef) { _gameRef->onMouseMiddleDown(); } break; case Common::EVENT_LBUTTONUP: if (_gameRef) { _gameRef->onMouseLeftUp(); } break; case Common::EVENT_RBUTTONUP: if (_gameRef) { _gameRef->onMouseRightUp(); } break; case Common::EVENT_MBUTTONUP: if (_gameRef) { _gameRef->onMouseMiddleUp(); } break; case Common::EVENT_KEYDOWN: if (event->kbd.flags & Common::KBD_CTRL) { if (event->kbd.keycode == Common::KEYCODE_d) { _engineRef->trigDebugger(); } } if (_gameRef) { _gameRef->handleKeypress(event); } break; case Common::EVENT_KEYUP: if (_gameRef) { _gameRef->handleKeyRelease(event); } break; case Common::EVENT_WHEELUP: case Common::EVENT_WHEELDOWN: if (_gameRef) { _gameRef->handleMouseWheel(event->mouse.y); } break; // Focus-events have been removed (_gameRef->onActivate originally) case Common::EVENT_RTL: _gameRef->_quitting = true; break; case Common::EVENT_QUIT: // Block kept in case we want to support autoSaveOnExit. // Originally this was the behaviour for WME Lite on iOS: // if (_gameRef) { // _gameRef->AutoSaveOnExit(); // _gameRef->_quitting = true; // } // The engine CAN query for closing, but we disable it for now, as the EVENT_QUIT-event // can't be stopped. // if (_gameRef) { // _gameRef->onWindowClose(); // } break; default: // TODO: Do we care about any other events? break; } } ////////////////////////////////////////////////////////////////////////// // Win32 API bindings ////////////////////////////////////////////////////////////////////////// bool BasePlatform::getCursorPos(Point32 *lpPoint) { BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); Common::Point p = g_system->getEventManager()->getMousePos(); lpPoint->x = p.x; lpPoint->y = p.y; renderer->pointFromScreen(lpPoint); return true; } ////////////////////////////////////////////////////////////////////////// bool BasePlatform::setCursorPos(int x, int y) { BaseRenderOSystem *renderer = static_cast(_gameRef->_renderer); Point32 p; p.x = x; p.y = y; renderer->pointToScreen(&p); g_system->warpMouse(x, y); return true; } ////////////////////////////////////////////////////////////////////////// bool BasePlatform::ptInRect(Rect32 *lprc, Point32 p) { return (p.x >= lprc->left) && (p.x < lprc->right) && (p.y >= lprc->top) && (p.y < lprc->bottom); } ////////////////////////////////////////////////////////////////////////// bool BasePlatform::intersectRect(Rect32 *lprcDst, const Rect32 *lprcSrc1, const Rect32 *lprcSrc2) { if (lprcSrc1->isRectEmpty() || lprcSrc2->isRectEmpty() || lprcSrc1->left >= lprcSrc2->right || lprcSrc2->left >= lprcSrc1->right || lprcSrc1->top >= lprcSrc2->bottom || lprcSrc2->top >= lprcSrc1->bottom) { lprcDst->setEmpty(); 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 BasePlatform::unionRect(Rect32 *lprcDst, Rect32 *lprcSrc1, Rect32 *lprcSrc2) { if (lprcSrc1->isRectEmpty()) { if (lprcSrc2->isRectEmpty()) { lprcDst->setEmpty(); return false; } else { *lprcDst = *lprcSrc2; } } else { if (lprcSrc2->isRectEmpty()) { *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 BasePlatform::copyRect(Rect32 *lprcDst, Rect32 *lprcSrc) { if (lprcDst == nullptr || lprcSrc == nullptr) { return false; } *lprcDst = *lprcSrc; return true; } ////////////////////////////////////////////////////////////////////////// AnsiString BasePlatform::getPlatformName() { // TODO: Should conform to the WME-spec. //return AnsiString(SDL_GetPlatform()); return AnsiString("ScummVM"); } ////////////////////////////////////////////////////////////////////////// char *BasePlatform::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