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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_PLATFORM_SDL_WINDOW_H
#define BACKENDS_PLATFORM_SDL_WINDOW_H
#include "backends/platform/sdl/sdl-sys.h"
#include "common/str.h"
class SdlWindow {
public:
SdlWindow();
virtual ~SdlWindow();
/**
* Setup the window icon.
*/
virtual void setupIcon();
/**
* Change the caption of the window.
*
* @param caption New window caption in UTF-8 encoding.
*/
void setWindowCaption(const Common::String &caption);
/**
* Toggle mouse grab state. This decides whether the cursor can leave the
* window or not.
*/
void toggleMouseGrab();
/**
* Check whether the application has mouse focus.
*/
bool hasMouseFocus() const;
/**
* Warp the mouse to the specified position in window coordinates. The mouse
* will only be warped if the window is focused in the window manager.
*
* @returns true if the system cursor was warped.
*/
bool warpMouseInWindow(int x, int y);
/**
* Iconifies the window.
*/
void iconifyWindow();
/**
* Query platform specific SDL window manager information.
*
* Since this is an SDL internal structure clients are responsible
* for accessing it in a version safe manner.
*/
bool getSDLWMInformation(SDL_SysWMinfo *info) const;
bool mouseIsGrabbed() const {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
return SDL_GetWindowGrab(_window) == SDL_TRUE;
}
#endif
return _inputGrabState;
}
private:
bool _inputGrabState;
#if SDL_VERSION_ATLEAST(2, 0, 0)
public:
/**
* @return The window ScummVM has setup with SDL.
*/
SDL_Window *getSDLWindow() const { return _window; }
/**
* Creates or updates the SDL window.
*
* @param width Width of the window.
* @param height Height of the window.
* @param flags SDL flags passed to SDL_CreateWindow
* @return true on success, false otherwise
*/
bool createOrUpdateWindow(int width, int height, uint32 flags);
/**
* Destroys the current SDL window.
*/
void destroyWindow();
protected:
SDL_Window *_window;
private:
uint32 _lastFlags;
/**
* Switching between software and OpenGL modes requires the window to be
* destroyed and recreated. These properties store the position of the last
* window so the new window will be created in the same place.
*/
int _lastX, _lastY;
Common::String _windowCaption;
#endif
};
class SdlIconlessWindow : public SdlWindow {
public:
virtual void setupIcon() {}
};
#endif
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