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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.
 *
 * $URL$
 * $Id$
 *
 */

/*
 * This code is based on Broken Sword 2.5 engine
 *
 * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
 *
 * Licensed under GNU GPL v2
 *
 */

#include "common/system.h"
#include "engines/util.h"
#include "graphics/pixelformat.h"
#include "sword25/kernel/scummvmwindow.h"
#include "sword25/kernel/kernel.h"
#include "sword25/input/inputengine.h"

#define BS_LOG_PREFIX "WIN32WINDOW"

namespace Sword25 {

bool ScummVMWindow::_ClassRegistered = false;

// Constructor / Destructor
// ------------------------
ScummVMWindow::ScummVMWindow(int X, int Y, int Width, int Height, bool Visible) {
	// Presume that init will fail
	_InitSuccess = false;

	// We don't support any window creation except at the origin 0,0
	assert(X == 0);
	assert(Y == 0);

	if (!_ClassRegistered) {
		// Nothing here currently

		_ClassRegistered = true;
	}

	// Fenstersichtbarkeit setzen
	SetVisible(Visible);

	// Indicate success
	_InitSuccess = true;
	_WindowAlive = true;
	_CloseWanted = false;
}

ScummVMWindow::~ScummVMWindow() {
}

// Get Methods
// ------------
int ScummVMWindow::GetX() {
	return 0;
}

int ScummVMWindow::GetY() {
	return 0;
}

int ScummVMWindow::GetClientX() {
	return 0;
}

int ScummVMWindow::GetClientY() {
	return 0;
}

int ScummVMWindow::GetWidth() {
	return g_system->getWidth();
}

int ScummVMWindow::GetHeight() {
	return g_system->getHeight();
}

Common::String ScummVMWindow::GetTitle() {
	return Common::String("");
}

bool ScummVMWindow::IsVisible() {
	return true;
}

bool ScummVMWindow::HasFocus() {
	// FIXME: Is there a way to tell if ScummVM has the focus in Windowed mode?
	return true;
}

uint ScummVMWindow::GetWindowHandle() {
	return 0;
}

void ScummVMWindow::SetWindowAlive(bool v) {
	_WindowAlive = v;
}


// Set Methods
// ------------

void ScummVMWindow::SetX(int X) {
	// No implementation
}

void ScummVMWindow::SetY(int Y) {
	// No implementation
}

void ScummVMWindow::SetWidth(int Width) {
	// No implementation
}

void ScummVMWindow::SetHeight(int Height) {
	// No implementation
}

void ScummVMWindow::SetVisible(bool Visible) {
	// No implementation
}

void ScummVMWindow::SetTitle(const Common::String &Title) {
	// No implementation
}

bool ScummVMWindow::ProcessMessages() {
	// All messages are handled separately in the input manager. The only thing we
	// need to do here is to keep returning whether the window/game is still alive
	return _WindowAlive;
}

bool ScummVMWindow::WaitForFocus() {
	// No implementation
	return true;
}

// FIXME: Special keys detected here need to be moved into the Input Engine
/*
// Die WindowProc aller Fenster der Klasse
LRESULT CALLBACK BS_ScummVMWindow::WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    switch(uMsg)
    {
    case WM_PAINT:
        ValidateRect(hwnd, NULL);
        break;

    case WM_DESTROY:
        // Das Fenster wird zerst�rt
        PostQuitMessage(0);
        break;

    case WM_CLOSE:
        {
            BS_Window * WindowPtr = BS_Kernel::GetInstance()->GetWindow();
            if (WindowPtr) {
                WindowPtr->SetCloseWanted(true);
            }
            break;
        }

    case WM_KEYDOWN:
        {
            // Tastendr�cke, die f�r das Inputmodul interessant sind, werden diesem gemeldet.
            BS_InputEngine * InputPtr = BS_Kernel::GetInstance()->GetInput();

            if (InputPtr)
            {
                switch (wParam)
                {
                case VK_RETURN:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_ENTER);
                    break;

                case VK_LEFT:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_LEFT);
                    break;

                case VK_RIGHT:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_RIGHT);
                    break;

                case VK_HOME:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_HOME);
                    break;

                case VK_END:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_END);
                    break;

                case VK_BACK:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_BACKSPACE);
                    break;

                case VK_TAB:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_TAB);
                    break;

                case VK_INSERT:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_INSERT);
                    break;

                case VK_DELETE:
                    InputPtr->ReportCommand(BS_InputEngine::KEY_COMMAND_DELETE);
                    break;
                }
            }
            break;
        }

    case WM_KEYUP:
    case WM_SYSKEYUP:
        // Alle Tastendr�cke werden ignoriert, damit Windows per DefWindowProc() nicht darauf
        // reagieren kann und damit unerwartete Seiteneffekte ausl�st.
        // Zum Beispiel w�rden ALT und F10 Tastendr�cke das "Men�" aktivieren und somit den Message-Loop zum Stillstand bringen.
        break;

    case WM_SYSCOMMAND:
        // Verhindern, dass der Bildschirmschoner aktiviert wird, w�hrend das Spiel l�uft
        if (wParam != SC_SCREENSAVE) return DefWindowProc(hwnd,uMsg,wParam,lParam);
        break;

    case WM_CHAR:
        {
            byte theChar = static_cast<byte>(wParam & 0xff);

            // Alle Zeichen, die keine Steuerzeichen sind, werden als Buchstaben dem Input-Service mitgeteilt.
            if (theChar >= 32)
            {
                BS_InputEngine * InputPtr = BS_Kernel::GetInstance()->GetInput();
                if (InputPtr) InputPtr->ReportCharacter(theChar);
            }
        }
        break;

    case WM_SETCURSOR:
        {
            // Der Systemcursor wird in der Client-Area des Fensters nicht angezeigt, jedoch in der nicht Client-Area, damit der Benutzer das Fenster wie gewohnt
            // schlie�en und verschieben kann.

            // Koordinaten des Cursors in der Client-Area berechnen.
            POINT pt;
            GetCursorPos(&pt);
            ScreenToClient(hwnd, &pt);

            // Feststellen, ob sich der Cursor in der Client-Area befindet.
            // Get client rect
            RECT rc;
            GetClientRect(hwnd, &rc);

            // See if cursor is in client area
            if(PtInRect(&rc, pt))
                // In der Client-Area keinen Cursor anzeigen.
                SetCursor(NULL);
            else
                // Ausserhalb der Client-Area den Cursor anzeigen.
                SetCursor(LoadCursor(NULL, IDC_ARROW));

            return TRUE;
        }
        break;

    default:
        // Um alle anderen Vorkommnisse k�mmert sich Windows
        return DefWindowProc(hwnd,uMsg,wParam,lParam);
    }

    return 0;
}
*/

} // End of namespace Sword25