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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/dcgf.h"
#include "engines/wintermute/Base/BGame.h"
#include "engines/wintermute/Base/BRenderSDL.h"
#include "engines/wintermute/utils/PathUtil.h"
#include "engines/wintermute/PlatformSDL.h"
#include "engines/wintermute/Base/BRegistry.h"
#include "engines/wintermute/Base/BSoundMgr.h"
#include "engines/wintermute/Base/scriptables/ScEngine.h"
#include "common/str.h"
#include "common/textconsole.h"
#include "common/system.h"
namespace WinterMute {
CBGame *CBPlatform::Game = NULL;
#define CLASS_NAME "GF_FRAME"
int CBPlatform::Initialize(CBGame *inGame, int argc, char *argv[]) {
Game = inGame;
}
//////////////////////////////////////////////////////////////////////////
void CBPlatform::HandleEvent(Common::Event *event) {
switch (event->type) {
case Common::EVENT_LBUTTONDOWN:
if (Game) {
if (Game->IsLeftDoubleClick()) Game->OnMouseLeftDblClick();
else Game->OnMouseLeftDown();
}
break;
case Common::EVENT_RBUTTONDOWN:
if (Game) {
if (Game->IsRightDoubleClick()) Game->OnMouseRightDblClick();
else Game->OnMouseRightDown();
}
break;
case Common::EVENT_MBUTTONDOWN:
if (Game) Game->OnMouseMiddleDown();
break;
case Common::EVENT_LBUTTONUP:
if (Game) Game->OnMouseLeftUp();
break;
case Common::EVENT_RBUTTONUP:
if (Game) Game->OnMouseRightUp();
break;
case Common::EVENT_MBUTTONUP:
if (Game) Game->OnMouseMiddleUp();
break;
case Common::EVENT_KEYDOWN:
if (Game) Game->HandleKeypress(event);
break;
case Common::EVENT_KEYUP:
if (Game) Game->handleKeyRelease(event);
break;
case Common::EVENT_WHEELUP:
case Common::EVENT_WHEELDOWN:
if (Game) Game->HandleMouseWheel(event->mouse.y);
break;
/*#ifdef __IPHONEOS__
{
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
POINT p;
GetCursorPos(&p);
Game->SetActiveObject(renderer->GetObjectAt(p.x, p.y));
if (Game->_activeObject != NULL && strcmp(Game->_activeObject->GetClassName(), "CUIButton") == 0) {
CUIButton *btn = static_cast<CUIButton *>(Game->_activeObject);
if (btn->_visible && !btn->_disable) btn->_press = true;
}
}
#endif*/
//TODO
/* case SDL_MOUSEWHEEL:
if (Game) Game->HandleMouseWheel(event->wheel.y);
break;
case SDL_KEYDOWN:
case SDL_TEXTINPUT:
if (Game) Game->HandleKeypress(event);
break;
case SDL_WINDOWEVENT:
switch (event->window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
case SDL_WINDOWEVENT_RESTORED:
if (Game) Game->OnActivate(true, true);
SDL_ShowCursor(SDL_DISABLE);
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
case SDL_WINDOWEVENT_MINIMIZED:
#ifndef __IPHONEOS__
if (Game) Game->OnActivate(false, false);
SDL_ShowCursor(SDL_ENABLE);
#endif
break;
case SDL_WINDOWEVENT_CLOSE:
break;
}
break;
*/
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
#ifdef __IPHONEOS__
if (Game) {
Game->AutoSaveOnExit();
Game->_quitting = true;
}
#else
if (Game) Game->OnWindowClose();
#endif
break;
default:
// TODO: Do we care about any other events?
break;
}
}
//////////////////////////////////////////////////////////////////////////
int CBPlatform::SDLEventWatcher(void *userdata, Common::Event *event) {
//TODO
/* if (event->type == SDL_WINDOWEVENT && event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
if (Game) Game->AutoSaveOnExit();
if (Game) Game->OnActivate(false, false);
SDL_ShowCursor(SDL_ENABLE);
}
*/
return 1;
}
//////////////////////////////////////////////////////////////////////////
// Win32 API bindings
//////////////////////////////////////////////////////////////////////////
HINSTANCE CBPlatform::ShellExecute(HWND hwnd, LPCSTR lpOperation, LPCSTR lpFile, LPCSTR lpParameters, LPCSTR lpDirectory, int nShowCmd) {
return NULL;
}
//////////////////////////////////////////////////////////////////////////
void CBPlatform::OutputDebugString(LPCSTR lpOutputString) {
/*
#ifdef __WIN32__
::OutputDebugString(lpOutputString);
#endif
*/
}
//////////////////////////////////////////////////////////////////////////
uint32 CBPlatform::GetTime() {
return g_system->getMillis();
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::GetCursorPos(LPPOINT lpPoint) {
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
Common::Point p = g_system->getEventManager()->getMousePos();
lpPoint->x = p.x;
lpPoint->y = p.y;
renderer->PointFromScreen(lpPoint);
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::SetCursorPos(int X, int Y) {
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
POINT p;
p.x = X;
p.y = Y;
renderer->PointToScreen(&p);
// TODO
//SDL_WarpMouseInWindow(renderer->GetSdlWindow(), p.x, p.y);
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::ShowWindow(HWND hWnd, int nCmdShow) {
return false;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::DeleteFile(const char *lpFileName) {
return remove(lpFileName) ? true : false;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::CopyFile(const char *from, const char *to, bool failIfExists) {
// try {
warning("CBPlatform::CopyFile(%s, %s, %d) - not implemented", from, to, failIfExists);
return false;
// if (failIfExists && boost::filesystem::exists(to)) return false;
// boost::filesystem::copy_file(from, to);
// return true;
// } catch (...) {
// return false;
// }
}
//////////////////////////////////////////////////////////////////////////
HWND CBPlatform::SetCapture(HWND hWnd) {
return NULL;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::ReleaseCapture() {
return false;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::SetForegroundWindow(HWND hWnd) {
return false;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::SetRectEmpty(LPRECT lprc) {
lprc->left = lprc->right = lprc->top = lprc->bottom = 0;
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::IsRectEmpty(const LPRECT lprc) {
return (lprc->left >= lprc->right) || (lprc->top >= lprc->bottom);
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::PtInRect(LPRECT lprc, POINT p) {
return (p.x >= lprc->left) && (p.x < lprc->right) && (p.y >= lprc->top) && (p.y < lprc->bottom);
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::SetRect(LPRECT lprc, int left, int top, int right, int bottom) {
lprc->left = left;
lprc->top = top;
lprc->right = right;
lprc->bottom = bottom;
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::IntersectRect(LPRECT lprcDst, const LPRECT lprcSrc1, const LPRECT lprcSrc2) {
if (IsRectEmpty(lprcSrc1) || IsRectEmpty(lprcSrc2) ||
lprcSrc1->left >= lprcSrc2->right || lprcSrc2->left >= lprcSrc1->right ||
lprcSrc1->top >= lprcSrc2->bottom || lprcSrc2->top >= lprcSrc1->bottom) {
SetRectEmpty(lprcDst);
return false;
}
lprcDst->left = MAX(lprcSrc1->left, lprcSrc2->left);
lprcDst->right = MIN(lprcSrc1->right, lprcSrc2->right);
lprcDst->top = MAX(lprcSrc1->top, lprcSrc2->top);
lprcDst->bottom = MIN(lprcSrc1->bottom, lprcSrc2->bottom);
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::UnionRect(LPRECT lprcDst, RECT *lprcSrc1, RECT *lprcSrc2) {
if (IsRectEmpty(lprcSrc1)) {
if (IsRectEmpty(lprcSrc2)) {
SetRectEmpty(lprcDst);
return false;
} else {
*lprcDst = *lprcSrc2;
}
} else {
if (IsRectEmpty(lprcSrc2)) {
*lprcDst = *lprcSrc1;
} else {
lprcDst->left = MIN(lprcSrc1->left, lprcSrc2->left);
lprcDst->top = MIN(lprcSrc1->top, lprcSrc2->top);
lprcDst->right = MAX(lprcSrc1->right, lprcSrc2->right);
lprcDst->bottom = MAX(lprcSrc1->bottom, lprcSrc2->bottom);
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::CopyRect(LPRECT lprcDst, RECT *lprcSrc) {
if (lprcDst == NULL || lprcSrc == NULL) return false;
*lprcDst = *lprcSrc;
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::OffsetRect(LPRECT lprc, int dx, int dy) {
if (lprc == NULL) return false;
lprc->left += dx;
lprc->top += dy;
lprc->right += dx;
lprc->bottom += dy;
return true;
}
//////////////////////////////////////////////////////////////////////////
bool CBPlatform::EqualRect(LPRECT rect1, LPRECT rect2) {
return rect1->left == rect2->left && rect1->right == rect2->right && rect1->top == rect2->top && rect1->bottom == rect2->bottom;
}
//////////////////////////////////////////////////////////////////////////
AnsiString CBPlatform::GetSystemFontPath() {
#ifdef __WIN32__
// we're looking for something like "c:\windows\fonts\";
char winDir[MAX_PATH + 1];
winDir[MAX_PATH] = '\0';
::GetWindowsDirectory(winDir, MAX_PATH);
return PathUtil::Combine(AnsiString(winDir), "fonts");
#else
// !PORTME
//return "/Library/Fonts/";
return "";
#endif
}
//////////////////////////////////////////////////////////////////////////
AnsiString CBPlatform::GetPlatformName() {
// TODO: Should conform to the WME-spec.
//return AnsiString(SDL_GetPlatform());
return AnsiString("ScummVM");
}
//////////////////////////////////////////////////////////////////////////
char *CBPlatform::strupr(char *string) {
if (string) {
for (size_t i = 0; i < strlen(string); ++i) {
string[i] = toupper(string[i]);
}
}
return string;
}
//////////////////////////////////////////////////////////////////////////
char *CBPlatform::strlwr(char *string) {
if (string) {
for (size_t i = 0; i < strlen(string); ++i) {
string[i] = tolower(string[i]);
}
}
return string;
}
} // end of namespace WinterMute
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