view src/video/bwindow/SDL_BView.h @ 779:68c8da837fc0

Date: Tue, 6 Jan 2004 21:54:02 +0100 From: Max Horn Subject: Auto hide mouse & other changes the attached bug adds the auto-hide-mouse feature I talked about earlier. Turned out it was a lot simpler than I thought, simply by using our existing code :-). I actually spent much more time on fixing various bugs in the code and correcting (IMO) some behavior (although, due to the lack of real specs for SDL, it's probably arguable what 'correct' means...). * adds auto (un)hiding of mouse depending on whether it is in- or outside the game window * computation of course coordinates is correct now (it often and reproducible got out of sync with the old code, since the NSEvent window was in some cases *not* our window anymore, so locationInWindow returned wrong results) * added a method which at any time returns the mouse coords, relative to our window * fixed handling of lost/gain input/mouse/app focus "events"
author Sam Lantinga <slouken@libsdl.org>
date Wed, 07 Jan 2004 15:01:51 +0000
parents b8d311d90021
children c9b51268668f
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#ifndef _SDL_BView_h
#define _SDL_BView_h

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

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

extern "C" {
#include "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 */