view src/video/bwindow/SDL_BView.h @ 1525:23a347cfbed8

Fixed bug #38 I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000. Here's the setup: my game starts in a window, with SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The mouse cursor is outside of the window when the game launches, and when the window appears the cursor is grabbed and placed at the top left corner of the inside of the game window. At this point, if I click the mouse without moving it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author Sam Lantinga <slouken@libsdl.org>
date Tue, 14 Mar 2006 06:00:30 +0000
parents d910939febfa
children 782fd950bd46 c121d94672cb 678576473849
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library 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
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#ifndef _SDL_BView_h
#define _SDL_BView_h

/* This is the event handling and graphics update portion of SDL_BWin */

extern "C" {
#include "../../events/SDL_events_c.h"
};

class SDL_BView : public BView
{
public:
	SDL_BView(BRect frame) : 
		BView(frame, "SDL View", B_FOLLOW_ALL_SIDES,
					(B_WILL_DRAW|B_FRAME_EVENTS)) {
		image = NULL;
		xoff = yoff = 0;
		SetViewColor(0,0,0,0);
		SetHighColor(0,0,0,0);
	}
	virtual ~SDL_BView() {
		SetBitmap(NULL);
	}
	/* Set drawing offsets for fullscreen mode */
	virtual void SetXYOffset(int x, int y) {
		xoff = x;
		yoff = y;
	}
	virtual void GetXYOffset(int &x, int &y) {
		x = xoff;
		y = yoff;
	}
	/* The view changed size. If it means we're in fullscreen, we
	 * draw a nice black box in the entire view to get black borders.
	 */
	virtual void FrameResized(float width, float height) {
		BRect bounds;
		bounds.top = bounds.left = 0;
		bounds.right = width;
		bounds.bottom = height;
		/* Fill the entire view with black */ 
		FillRect(bounds, B_SOLID_HIGH);
		/* And if there's an image, redraw it. */
		if( image ) {
			bounds = image->Bounds();
			Draw(bounds);
		}
	}
	
	/* Drawing portion of this complete breakfast. :) */
	virtual void SetBitmap(BBitmap *bitmap) {
		if ( image ) {
			delete image;
		}
		image = bitmap;
	}
	virtual void Draw(BRect updateRect) {
		if ( image ) {
			if(xoff || yoff) {	
				BRect dest;
				dest.top    = updateRect.top + yoff;
				dest.left   = updateRect.left + xoff;
				dest.bottom = updateRect.bottom + yoff;
				dest.right  = updateRect.right + xoff;
				DrawBitmap(image, updateRect, dest);
			} else {
				DrawBitmap(image, updateRect, updateRect);
			}
		}
	}
	virtual void DrawAsync(BRect updateRect) {
		if(xoff || yoff) {	
			BRect dest;
			dest.top    = updateRect.top + yoff;
			dest.left   = updateRect.left + xoff;
			dest.bottom = updateRect.bottom + yoff;
			dest.right  = updateRect.right + xoff;;
			DrawBitmapAsync(image, updateRect, dest);
		} else {
			DrawBitmapAsync(image, updateRect, updateRect);
		}
	}

private:
	BBitmap *image;
	int xoff, yoff;
};

#endif /* _SDL_BView_h */