aboutsummaryrefslogtreecommitdiff
path: root/backends/graphics/wincesdl/wincesdl-graphics.h
blob: 4842d4902389e4ad85411f088ced7afbc35c2888 (plain)
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, SdlWindow *window);

	const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
	void initSize(uint w, uint h, const Graphics::PixelFormat *format = NULL);

	bool hasFeature(OSystem::Feature f) const;
	void setFeatureState(OSystem::Feature f, bool enable);
	bool getFeatureState(OSystem::Feature f) const;

	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 */