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/* 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 */
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