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
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
|
/* 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
|