/* 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 3 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, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/impl/MouseSDL.h" #include "hpl1/engine/graphics/LowLevelGraphics.h" #include "hpl1/engine/impl/LowLevelInputSDL.h" #include "hpl1/engine/input/InputTypes.h" #include "common/bitarray.h" #include "common/events.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMouseSDL::cMouseSDL(cLowLevelInputSDL *apLowLevelInputSDL, iLowLevelGraphics *apLowLevelGraphics) : iMouse("SDL Portable Mouse") { mfMaxPercent = 0.7f; mfMinPercent = 0.1f; mlBufferSize = 6; _buttonState.set_size(eMButton_LastEnum); _lowLevelInputSDL = apLowLevelInputSDL; _lowLevelGraphics = apLowLevelGraphics; _relMousePos = cVector2f(0, 0); _absMousePos = cVector2f(0, 0); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- static void setMouseState(const int state, Common::BitArray &states) { if (state != Common::EVENT_WHEELDOWN) states.unset(eMButton_WheelDown); if (state != Common::EVENT_WHEELUP) states.unset(eMButton_WheelUp); switch (state) { case Common::EVENT_LBUTTONDOWN: return states.set(eMButton_Left); case Common::EVENT_LBUTTONUP: return states.unset(eMButton_Left); case Common::EVENT_RBUTTONDOWN: return states.set(eMButton_Right); case Common::EVENT_RBUTTONUP: return states.unset(eMButton_Right); case Common::EVENT_MBUTTONDOWN: return states.set(eMButton_Middle); case Common::EVENT_MBUTTONUP: return states.unset(eMButton_Middle); case Common::EVENT_WHEELUP: return states.set(eMButton_WheelUp); case Common::EVENT_WHEELDOWN: return states.set(eMButton_WheelDown); } } void cMouseSDL::processEvent(const Common::Event &ev) { if (!Common::isMouseEvent(ev)) return; //const cVector2f screenSize = _lowLevelGraphics->GetScreenSize(); //const cVector2f virtualSize = _lowLevelGraphics->GetVirtualSize(); if (ev.type == Common::EVENT_MOUSEMOVE) { _absMousePos = cVector2f(ev.mouse.x, ev.mouse.y); //mvMouseAbsPos = (mvMouseAbsPos / screenSize) * virtualSize; } else { setMouseState(ev.type, _buttonState); } _relMousePos = cVector2f(ev.relMouse.x, ev.relMouse.y); //mvMouseRelPos = (mvMouseRelPos / screenSize) * virtualSize; } void cMouseSDL::Update() { for (const Common::Event &ev : _lowLevelInputSDL->_events) processEvent(ev); } //----------------------------------------------------------------------- bool cMouseSDL::ButtonIsDown(eMButton mButton) { return _buttonState.get(mButton); } //----------------------------------------------------------------------- cVector2f cMouseSDL::GetAbsPosition() { // Do a transform with the screen-size to the the float coordinates. cVector2f vPos = _absMousePos; return vPos; } //----------------------------------------------------------------------- cVector2f cMouseSDL::GetRelPosition() { // Do a transform with the screen-size to the the float coordinates. cVector2f vPos = _relMousePos; // Ok this is? _relMousePos = cVector2f(0, 0); return vPos; /*cVector2f vNew; if((int)mlstMouseCoord.size() >= mlBufferSize) mlstMouseCoord.erase(mlstMouseCoord.begin()); mlstMouseCoord.push_back(vPos); int lBufferSize = (int) mlstMouseCoord.size(); cVector2f vSum(0,0); float fPercent = mfMinPercent; float fPercentAdd = (mfMaxPercent - mfMinPercent)/((float)lBufferSize); float fTotalPercent=0; tVector2fListIt It = mlstMouseCoord.begin(); while(It != mlstMouseCoord.end()) { vSum.x +=It->x*fPercent; vSum.y +=It->y*fPercent; fTotalPercent+=fPercent; fPercent+=fPercentAdd; It++; } vNew.x = vSum.x/fTotalPercent; vNew.y = vSum.y/fTotalPercent; return vNew;*/ } //----------------------------------------------------------------------- void cMouseSDL::Reset() { error("call to unimplemented function Mouse::Reset"); } //----------------------------------------------------------------------- void cMouseSDL::SetSmoothProperties(float afMinPercent, float afMaxPercent, unsigned int alBufferSize) { mfMaxPercent = afMaxPercent; mfMinPercent = afMinPercent; mlBufferSize = alBufferSize; } //----------------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////// // PRIVATE METHODS ///////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- //----------------------------------------------------------------------- } // namespace hpl