1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
|
/* 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.
*
*/
#ifndef BACKENDS_GRAPHICS_WINCE_SDL_H
#define BACKENDS_GRAPHICS_WINCE_SDL_H
#include "backends/graphics/surfacesdl/surfacesdl-graphics.h"
#include "backends/platform/wince/CEgui/CEGUI.h"
// Internal GUI names
#define NAME_MAIN_PANEL "MainPanel"
#define NAME_PANEL_KEYBOARD "Keyboard"
#define NAME_ITEM_OPTIONS "Options"
#define NAME_ITEM_SKIP "Skip"
#define NAME_ITEM_SOUND "Sound"
#define NAME_ITEM_ORIENTATION "Orientation"
#define NAME_ITEM_BINDKEYS "Bindkeys"
#define TOTAL_ZONES 3
extern bool _hasSmartphoneResolution;
class WINCESdlGraphicsManager : public SurfaceSdlGraphicsManager {
public:
WINCESdlGraphicsManager(SdlEventSource *sdlEventSource);
const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
void initSize(uint w, uint h, const Graphics::PixelFormat *format = NULL);
bool hasFeature(OSystem::Feature f);
void setFeatureState(OSystem::Feature f, bool enable);
bool getFeatureState(OSystem::Feature f);
int getDefaultGraphicsMode() const;
bool setGraphicsMode(int mode);
bool loadGFXMode();
void unloadGFXMode();
bool hotswapGFXMode();
void update_game_settings();
// Overloaded from SDL backend (toolbar handling)
void drawMouse();
// Overloaded from SDL backend (new scaler handling)
void addDirtyRect(int x, int y, int w, int h, bool mouseRect = false);
// Overloaded from SDL backend (new scaler handling)
void warpMouse(int x, int y);
// Update the dirty areas of the screen
void internUpdateScreen();
bool saveScreenshot(const char *filename);
// Overloaded from SDL_Common (FIXME)
void internDrawMouse();
void undrawMouse();
bool showMouse(bool visible);
void setMouseCursor(const void *buf, uint w, uint h, int hotspot_x, int hotspot_y, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format); // overloaded by CE backend
void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h); // overloaded by CE backend (FIXME)
Graphics::Surface *lockScreen();
void unlockScreen();
void blitCursor();
void showOverlay();
void hideOverlay();
void setMousePos(int x, int y);
// GUI and action stuff
void swap_panel_visibility();
void swap_panel();
void swap_smartphone_keyboard();
void swap_zoom_up();
void swap_zoom_down();
void swap_mouse_visibility();
void init_panel();
void reset_panel();
void swap_freeLook();
bool getFreeLookState();
//#ifdef WIN32_PLATFORM_WFSP
void move_cursor_up();
void move_cursor_down();
void move_cursor_left();
void move_cursor_right();
void switch_zone();
void add_right_click(bool pushed);
void add_left_click(bool pushed);
void initZones();
void smartphone_rotate_display();
//#endif
bool hasPocketPCResolution();
bool hasDesktopResolution();
bool hasSquareQVGAResolution();
bool hasWideResolution() const;
bool _panelInitialized; // only initialize the toolbar once
bool _noDoubleTapRMB; // disable double tap -> rmb click
bool _noDoubleTapPT; // disable double tap for toolbar toggling
CEGUI::ToolbarHandler _toolbarHandler;
bool _toolbarHighDrawn; // cache toolbar 640x80
int _newOrientation; // new orientation
int _orientationLandscape; // current orientation
int _scaleFactorXm; // scaler X *
int _scaleFactorXd; // scaler X /
int _scaleFactorYm; // scaler Y *
int _scaleFactorYd; // scaler Y /
bool _hasfocus; // scummvm has the top window
MousePos _mouseCurState;
bool _zoomUp; // zooming up mode
bool _zoomDown; // zooming down mode
bool _usesEmulatedMouse; // emulated mousemove ever been used in this session
int _mouseXZone[TOTAL_ZONES];
int _mouseYZone[TOTAL_ZONES];
int _currentZone;
// Smartphone specific variables
int _lastKeyPressed; // last key pressed
int _keyRepeat; // number of time the last key was repeated
int _keyRepeatTime; // elapsed time since the key was pressed
int _keyRepeatTrigger; // minimum time to consider the key was repeated
struct zoneDesc {
int x;
int y;
int width;
int height;
};
static zoneDesc _zones[TOTAL_ZONES];
virtual void transformMouseCoordinates(Common::Point &point);
private:
bool update_scalers();
void drawToolbarMouse(SDL_Surface *surf, bool draw);
void retrieve_mouse_location(int &x, int &y);
void create_toolbar();
bool _panelVisible; // panel visibility
bool _panelStateForced; // panel visibility forced by external call
String _saveActiveToolbar; // save active toolbar when forced
bool _canBeAspectScaled; // game screen size allows for aspect scaling
SDL_Rect _dirtyRectOut[NUM_DIRTY_RECT];
bool _scalersChanged;
bool isOzone();
bool _saveToolbarState; // save visibility when forced
bool _saveToolbarZoom; // save visibility when zooming
SDL_Surface *_toolbarLow; // toolbar 320x40
SDL_Surface *_toolbarHigh; // toolbar 640x80
// Mouse
int _mouseHotspotX, _mouseHotspotY;
byte *_mouseBackupOld;
uint16 *_mouseBackupToolbar;
uint16 _mouseBackupDim;
bool _forceHideMouse; // force invisible mouse cursor
bool _freeLook; // freeLook mode (do not send mouse button events)
// Smartphone specific variables
void loadDeviceConfigurationElement(Common::String element, int &value, int defaultValue);
int _repeatX; // repeat trigger for left and right cursor moves
int _repeatY; // repeat trigger for up and down cursor moves
int _stepX1; // offset for left and right cursor moves (slowest)
int _stepX2; // offset for left and right cursor moves (faster)
int _stepX3; // offset for left and right cursor moves (fastest)
int _stepY1; // offset for up and down cursor moves (slowest)
int _stepY2; // offset for up and down cursor moves (faster)
int _stepY3; // offset for up and down cursor moves (fastest)
};
#endif /* BACKENDS_GRAPHICS_WINCE_SDL_H */
|