CnC_Remastered_Collection/REDALERT/WIN32LIB/MOUSEWW.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

720 lines
20 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/***********************************************************************************************
* *
* Project Name : Westwood 32 bit Library *
* *
* File Name : MOUSE.CPP *
* *
* Programmer : Philip W. Gorrow *
* *
* Start Date : 12/12/95 *
* *
* Last Update : December 12, 1995 [PWG] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* WWMouseClass::WWMouseClass -- Constructor for the Mouse Class *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "mouse.h"
#include <mmsystem.h>
static WWMouseClass *_Mouse=NULL;
void CALLBACK Process_Mouse( UINT event_id, UINT res1 , DWORD user, DWORD res2, DWORD res3 );
extern bool GameInFocus;
/***********************************************************************************************
* MOUSECLASS::MOUSECLASS -- Constructor for the Mouse Class *
* *
* INPUT: GraphicViewPortClass * screen - pointer to screen mouse is created for *
* *
* OUTPUT: none *
* *
* HISTORY: *
* 12/12/1995 PWG : Created. *
*=============================================================================================*/
WWMouseClass::WWMouseClass(GraphicViewPortClass *scr, int mouse_max_width, int mouse_max_height)
{
MouseCursor = new char[mouse_max_width * mouse_max_height];
MouseXHot = 0;
MouseYHot = 0;
CursorWidth = 0;
CursorHeight = 0;
MouseBuffer = new char[mouse_max_width * mouse_max_height];
MouseBuffX = -1;
MouseBuffY = -1;
MaxWidth = mouse_max_width;
MaxHeight = mouse_max_height;
MouseCXLeft = 0;
MouseCYUpper = 0;
MouseCXRight = 0;
MouseCYLower = 0;
MCFlags = 0;
MCCount = 0;
Screen = scr;
PrevCursor = NULL;
MouseUpdate = 0;
State = 1;
timeBeginPeriod ( 1000/ 60);
InitializeCriticalSection (&MouseCriticalSection);
//
// Install the timer callback event handler
//
EraseBuffer = new char[mouse_max_width * mouse_max_height];
EraseBuffX = -1;
EraseBuffY = -1;
EraseBuffHotX = -1;
EraseBuffHotY = -1;
EraseFlags = FALSE;
_Mouse = this;
// Add TIME_KILL_SYNCHRONOUS flag. ST - 2/13/2019 5:07PM
//TimerHandle = timeSetEvent( 1000/60 , 1 , ::Process_Mouse, 0 , TIME_PERIODIC);
//TimerHandle = timeSetEvent( 1000/60 , 1 , ::Process_Mouse, 0 , TIME_PERIODIC | TIME_KILL_SYNCHRONOUS); // Removed. ST - 2/13/2019 5:12PM
/*
** Force the windows mouse pointer to stay withing the graphic view port region
*/
Set_Cursor_Clip();
}
WWMouseClass::~WWMouseClass()
{
MouseUpdate++;
if (MouseCursor) delete[] MouseCursor;
if (MouseBuffer) delete[] MouseBuffer;
if (TimerHandle) {
timeKillEvent(TimerHandle);
TimerHandle = 0; //ST - 2/13/2019 5:12PM
}
timeEndPeriod (1000/60);
DeleteCriticalSection(&MouseCriticalSection);
/*
** Free up the windows mouse pointer movement
*/
Clear_Cursor_Clip();
}
void Block_Mouse(GraphicBufferClass *buffer)
{
if (_Mouse){
_Mouse->Block_Mouse(buffer);
}
}
void Unblock_Mouse(GraphicBufferClass *buffer)
{
if (_Mouse){
_Mouse->Unblock_Mouse(buffer);
}
}
void WWMouseClass::Block_Mouse(GraphicBufferClass *buffer)
{
if (buffer == Screen->Get_Graphic_Buffer()){
EnterCriticalSection(&MouseCriticalSection);
}
}
void WWMouseClass::Unblock_Mouse(GraphicBufferClass *buffer)
{
if (buffer == Screen->Get_Graphic_Buffer()){
LeaveCriticalSection(&MouseCriticalSection);
}
}
void WWMouseClass::Set_Cursor_Clip(void)
{
#if (0) // Not needed. ST - 1/3/2019 2:18PM
if (Screen){
RECT region;
region.left = 0;
region.top = 0;
region.right = Screen->Get_Width();
region.bottom = Screen->Get_Height();
ClipCursor(&region);
}
#endif
}
void WWMouseClass::Clear_Cursor_Clip(void)
{
#if (0)
ClipCursor(NULL);
#endif
}
void WWMouseClass::Process_Mouse(void)
{
//ST - 1/3/2019 10:50AM
return;
#if (0)
POINT pt; // define a structure to hold current cursor pos
//
// If the mouse is currently hidden or it has not been installed, then we
// have no need to redraw the mouse.
//
if (!Screen || !_Mouse || State > 0 || MouseUpdate || EraseFlags || !GameInFocus)
return;
//
// Make sure there are no conflicts with other
// threads that may try and lock the screen buffer
//
//Block_Mouse(Screen->Get_Graphic_Buffer());
//
// If the screen is already locked by another thread then just exit
//
if (Screen->Get_LockCount()!=0){
//Unblock_Mouse(Screen->Get_Graphic_Buffer());
return;
}
//
// Get the mouse's current real cursor position
//
GetCursorPos(&pt); // get the current cursor position
//
// If the mouse has moved then we are responsible to redraw the mouse
//
if (pt.x != MouseBuffX || pt.y != MouseBuffY) {
//
// If we can't lock the surface we need to draw to, we cannot update
// the mouse.
//
if (Screen->Lock()) {
//
// Erase the old mouse by dumping the mouses shadow buff
// to the screen (if its position had ever been recorded).
//
Low_Hide_Mouse();
//
// Verify that the mouse has not gone into a conditional hiden area
// If it has, mark it as being in one.
//
if (MCFlags & CONDHIDE && pt.x >= MouseCXLeft && pt.x <= MouseCXRight && pt.y >= MouseCYUpper && pt.y <= MouseCYLower) {
MCFlags |= CONDHIDDEN;
}
//
// Show the mouse if we are allowed to.
//
if (!(MCFlags & CONDHIDDEN)) {
Low_Show_Mouse(pt.x, pt.y);
}
//
// Finally unlock the destination surface as we have sucessfully
// updated the mouse.
//
Screen->Unlock();
}
}
//
// Allow other threads to lock the screen again
//
//Unblock_Mouse(Screen->Get_Graphic_Buffer());
#endif
}
void *WWMouseClass::Set_Cursor(int xhotspot, int yhotspot, void *cursor)
{
//ST - 1/3/2019 10:50AM
xhotspot;
yhotspot;
cursor;
return cursor;
#if (0)
//
// If the pointer to the cursor we got is invalid, or its the same as the
// currently set cursor then just return.
if (!cursor || cursor == PrevCursor)
return(cursor);
//
// Wait until we have exclusive access to our data
//
MouseUpdate++;
//
// Since we are updating the mouse we need to hide the cursor so we
// do not get some sort of weird transformation.
//
Hide_Mouse();
//
// Now convert the shape to a mouse cursor with the given hotspots and
// set it as our current mouse.
//
void *retval = ASM_Set_Mouse_Cursor(this, xhotspot, yhotspot, cursor);
//
// Show the mouse which will force it to appear with the new shape we
// have assigned.
//
Show_Mouse();
//
// We are done updating the mouse cursor so on to bigger and better things.
//
MouseUpdate--;
//
// Return the previous mouse cursor which as conveniantly passed back by
// Asm_Set_Mouse_Cursor.
//
return(retval);
#endif
}
void WWMouseClass::Low_Hide_Mouse()
{
//ST - 1/3/2019 10:50AM
#if (0)
if (!State) {
if (MouseBuffX != -1 || MouseBuffY != -1) {
if (Screen->Lock()){
Mouse_Shadow_Buffer(this, Screen, MouseBuffer, MouseBuffX, MouseBuffY, MouseXHot, MouseYHot, 0);
Screen->Unlock();
}
}
MouseBuffX = -1;
MouseBuffY = -1;
}
#endif
State++;
}
void WWMouseClass::Hide_Mouse()
{
MouseUpdate++;
Low_Hide_Mouse();
MouseUpdate--;
}
void WWMouseClass::Low_Show_Mouse(int x, int y)
{
//
// If the mouse is already visible then just ignore the problem.
//
if (State == 0) return;
//
// Make the mouse a little bit more visible
//
State--;
//ST - 1/3/2019 10:50AM
#if (0)
//
// If the mouse is completely visible then draw it at its current
// position.
//
if (!State) {
//
// Try to lock the screen til we sucessfully get a lock.
//
if (Screen->Lock()){
//
// Save off the area behind the mouse.
//
Mouse_Shadow_Buffer(this, Screen, MouseBuffer, x, y, MouseXHot, MouseYHot, 1);
//
// Draw the mouse in its new location
//
::Draw_Mouse(this, Screen, x, y);
//
// Save off the positions that we saved the buffer from
//
MouseBuffX = x;
MouseBuffY = y;
//
// Unlock the screen and lets get moving.
//
Screen->Unlock();
}
}
#endif
}
void WWMouseClass::Show_Mouse()
{
POINT pt;
GetCursorPos(&pt);
MouseUpdate++;
Low_Show_Mouse(pt.x, pt.y);
MouseUpdate--;
}
void WWMouseClass::Conditional_Hide_Mouse(int x1, int y1, int x2, int y2)
{
POINT pt;
MouseUpdate++;
//
// First of all, adjust all the coordinates so that they handle
// the fact that the hotspot is not necessarily the upper left
// corner of the mouse.
//
x1 -= (CursorWidth - MouseXHot);
x1 = MAX(0, x1);
y1 -= (CursorHeight - MouseYHot);
y1 = MAX(0, y1);
x2 += MouseXHot;
x2 = MIN(x2, Screen->Get_Width());
y2 += MouseYHot;
y2 = MIN(y2, Screen->Get_Height());
// The mouse could be in one of four conditions.
// 1) The mouse is visible and no conditional hide has been specified.
// (perform normal region checking with possible hide)
// 2) The mouse is hidden and no conditional hide as been specified.
// (record region and do nothing)
// 3) The mouse is visible and a conditional region has been specified
// (expand region and perform check with possible hide).
// 4) The mouse is already hidden by a previous conditional.
// (expand region and do nothing)
//
// First: Set or expand the region according to the specified parameters
if (!MCCount) {
MouseCXLeft = x1;
MouseCYUpper = y1;
MouseCXRight = x2;
MouseCYLower = y2;
} else {
MouseCXLeft = MIN(x1, MouseCXLeft);
MouseCYUpper = MIN(y1, MouseCYUpper);
MouseCXRight = MAX(x2, MouseCXRight);
MouseCYLower = MAX(y2, MouseCYLower);
}
//
// If the mouse isn't already hidden, then check its location against
// the hiding region and hide if necessary.
//
if (!(MCFlags & CONDHIDDEN)) {
GetCursorPos(&pt);
if (MouseBuffX >= MouseCXLeft && MouseBuffX <= MouseCXRight && MouseBuffY >= MouseCYUpper && MouseBuffY <= MouseCYLower) {
Low_Hide_Mouse();
MCFlags |= CONDHIDDEN;
}
}
//
// Record the fact that a conditional hide was called and then exit
//
//
MCFlags |= CONDHIDE;
MCCount++;
MouseUpdate--;
}
void WWMouseClass::Conditional_Show_Mouse(void)
{
MouseUpdate++;
//
// if there are any nested hides then dec the count
//
if (MCCount) {
MCCount--;
//
// If the mouse is now not hidden and it had actually been
// hidden before then display it.
//
if (!MCCount) {
if (MCFlags & CONDHIDDEN) {
Show_Mouse();
}
MCFlags = 0;
}
}
MouseUpdate--;
}
void WWMouseClass::Draw_Mouse(GraphicViewPortClass *scr)
{
scr;
return;
//ST - 1/3/2019 10:50AM
#if (0)
POINT pt;
if (State != 0) return;
MouseUpdate++;
//
// Get the position that the mouse is currently located at
//
GetCursorPos(&pt);
if (MCFlags & CONDHIDE && pt.x >= MouseCXLeft && pt.x <= MouseCXRight && pt.y >= MouseCYUpper && pt.y <= MouseCYLower) {
Hide_Mouse();
MCFlags |= CONDHIDDEN;
} else {
//
// If the mouse is already visible then just ignore the problem.
//
EraseFlags = TRUE;
//
// Try to lock the screen - dont do video stuff if we cant.
//
if (scr->Lock()){
//
// Save off the area behind the mouse into two different buffers, one
// which will be used to restore the mouse and the other which will
// be used to restore the hidden surface when we get a chance.
//
Mouse_Shadow_Buffer(this, scr, EraseBuffer, pt.x, pt.y, MouseXHot, MouseYHot, 1);
memcpy(MouseBuffer, EraseBuffer, MaxWidth * MaxHeight);
//
// Draw the mouse in its new location
//
::Draw_Mouse(this, scr, pt.x, pt.y);
//
// Save off the positions that we saved the buffer from
//
EraseBuffX = pt.x;
MouseBuffX = pt.x;
EraseBuffY = pt.y;
MouseBuffY = pt.y;
EraseBuffHotX = MouseXHot;
EraseBuffHotY = MouseYHot;
//
// Unlock the screen and lets get moving.
//
scr->Unlock();
}
}
MouseUpdate--;
#endif
}
void WWMouseClass::Erase_Mouse(GraphicViewPortClass *scr, int forced)
{
//ST - 1/3/2019 10:50AM
scr;
forced;
return;
#if (0)
//
// If we are forcing the redraw of a mouse we already managed to
// restore then just get outta here.
//
if (forced && EraseBuffX == -1 && EraseBuffY == -1) return;
MouseUpdate++;
//
// If this is not a forced call, only update the mouse is we can legally
// lock the buffer.
//
if (!forced) {
#if(0)
if (scr->Lock()) {
//
// If the surface has not already been restore then restore it and erase the
// restoration coordinates so we don't accidentally do it twice.
//
if (EraseBuffX != -1 || EraseBuffY != -1) {
Mouse_Shadow_Buffer(this, scr, EraseBuffer, EraseBuffX, EraseBuffY, 0);
EraseBuffX = -1;
EraseBuffY = -1;
}
//
// We are done writing to the buffer so unlock it.
//
scr->Unlock();
}
#endif
} else {
//
// If the surface has not already been restore then restore it and erase the
// restoration coordinates so we don't accidentally do it twice.
//
if (EraseBuffX != -1 || EraseBuffY != -1) {
if (scr->Lock()){
Mouse_Shadow_Buffer(this, scr, EraseBuffer, EraseBuffX, EraseBuffY, EraseBuffHotX, EraseBuffHotY, 0);
scr->Unlock();
}
EraseBuffX = -1;
EraseBuffY = -1;
}
}
MouseUpdate--;
EraseFlags = FALSE;
#endif
}
int WWMouseClass::Get_Mouse_State(void)
{
return(State);
}
/***********************************************************************************************
* WWKeyboardClass::Get_Mouse_X -- Returns the mouses current x position in pixels *
* *
* INPUT: none *
* *
* OUTPUT: int - returns the mouses current x position in pixels *
* *
* HISTORY: *
* 10/17/1995 PWG : Created. *
*=============================================================================================*/
int WWMouseClass::Get_Mouse_X(void)
{
POINT pt;
GetCursorPos(&pt);
return(pt.x);
}
/***********************************************************************************************
* WWKeyboardClass::Get_Mouse_Y -- returns the mouses current y position in pixels *
* *
* INPUT: none *
* *
* OUTPUT: int - returns the mouses current y position in pixels *
* *
* HISTORY: *
* 10/17/1995 PWG : Created. *
*=============================================================================================*/
int WWMouseClass::Get_Mouse_Y(void)
{
POINT pt;
GetCursorPos(&pt);
return(pt.y);
}
/***********************************************************************************************
* WWKeyboardClass::Get_Mouse_XY -- Returns the mouses x,y position via reference vars *
* *
* INPUT: int &x - variable to return the mouses x position in pixels *
* int &y - variable to return the mouses y position in pixels *
* *
* OUTPUT: none - output is via reference variables *
* *
* HISTORY: *
* 10/17/1995 PWG : Created. *
*=============================================================================================*/
void WWMouseClass::Get_Mouse_XY(int &x, int &y)
{
POINT pt;
GetCursorPos(&pt);
x = pt.x;
y = pt.y;
}
//#pragma off(unreferenced)
void CALLBACK Process_Mouse( UINT event_id, UINT res1 , DWORD user, DWORD res2, DWORD res3 )
{
static BOOL in_mouse_callback = false;
if (_Mouse && !in_mouse_callback) {
in_mouse_callback = TRUE;
_Mouse->Process_Mouse();
in_mouse_callback = FALSE;
}
}
//#pragma on(unreferenced)
void Hide_Mouse(void)
{
if (!_Mouse) return;
_Mouse->Hide_Mouse();
}
void Show_Mouse(void)
{
if (!_Mouse) return;
_Mouse->Show_Mouse();
}
void Conditional_Hide_Mouse(int x1, int y1, int x2, int y2)
{
if (!_Mouse) return;
_Mouse->Conditional_Hide_Mouse(x1, y1, x2, y2);
}
void Conditional_Show_Mouse(void)
{
if (!_Mouse) return;
_Mouse->Conditional_Show_Mouse();
}
int Get_Mouse_State(void)
{
if (!_Mouse) return(0);
return(_Mouse->Get_Mouse_State());
}
void *Set_Mouse_Cursor(int hotx, int hoty, void *cursor)
{
if (!_Mouse) return(0);
return(_Mouse->Set_Cursor(hotx,hoty,cursor));
}
extern int DLLForceMouseX;
extern int DLLForceMouseY;
int Get_Mouse_X(void)
{
if (DLLForceMouseX >= 0) {
return DLLForceMouseX;
}
if (!_Mouse) return(0);
return(_Mouse->Get_Mouse_X());
}
int Get_Mouse_Y(void)
{
if (DLLForceMouseY >= 0) {
return DLLForceMouseY;
}
if (!_Mouse) return(0);
return(_Mouse->Get_Mouse_Y());
}