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scummvm/engines/hpl1/engine/impl/MouseSDL.cpp
T

191 lines
5.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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