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engines/access/events.h
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164
engines/access/events.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ACCESS_EVENTS_H
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#define ACCESS_EVENTS_H
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#include "common/scummsys.h"
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#include "common/events.h"
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#include "common/stack.h"
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namespace Access {
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enum CursorType {
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CURSOR_NONE = -1,
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CURSOR_ARROW = 0, CURSOR_CROSSHAIRS, CURSOR_2, CURSOR_3, CURSOR_LOOK,
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CURSOR_USE, CURSOR_TAKE, CURSOR_CLIMB, CURSOR_TALK, CURSOR_HELP,
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CURSOR_INVENTORY = 99
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};
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#define GAME_FRAME_RATE 100
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#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
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#define GAME_TIMER_TIME 15
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class AccessEngine;
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class EventsManager {
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private:
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AccessEngine *_vm;
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uint32 _frameCounter;
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uint32 _priorFrameTime;
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uint32 _priorTimerTime;
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Common::KeyCode _keyCode;
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Common::CustomEventType _action;
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Graphics::Surface _invCursor;
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bool checkForNextFrameCounter();
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bool checkForNextTimerUpdate();
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void nextFrame();
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void nextTimer();
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void keyControl(Common::KeyCode keycode, bool isKeyDown);
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void actionControl(Common::CustomEventType action, bool isKeyDown);
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public:
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CursorType _cursorId;
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CursorType _normalMouse;
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bool _leftButton, _rightButton;
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bool _middleButton;
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bool _wheelUp, _wheelDown;
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Common::Point _mousePos;
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int _mouseCol, _mouseRow;
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bool _cursorExitFlag;
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int _vbCount;
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public:
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/**
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* Constructor
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*/
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EventsManager(AccessEngine *vm);
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/**
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* Destructor
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*/
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~EventsManager();
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/**
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* Return frame counter
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*/
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uint32 getFrameCounter() const { return _frameCounter; }
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/**
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* Sets the cursor and reset the normal cursor
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*/
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void forceSetCursor(CursorType cursorId);
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/**
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* Sets the normal cursor
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*/
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void setNormalCursor(CursorType cursorId);
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/**
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* Sets the cursor
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*/
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void setCursor(CursorType cursorId);
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/**
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* Set the image for the inventory cursor
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*/
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void setCursorData(Graphics::ManagedSurface *src, const Common::Rect &r);
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/**
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* Return the current cursor Id
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*/
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CursorType getCursor() const { return _cursorId; }
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/**
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* Show the mouse cursor
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*/
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void showCursor();
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/**
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* Hide the mouse cursor
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*/
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void hideCursor();
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/**
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* Returns if the mouse cursor is visible
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*/
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bool isCursorVisible();
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void pollEvents(bool skipTimers = false);
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void pollEventsAndWait();
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void zeroKeysActions();
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bool getAction(Common::CustomEventType &action);
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Common::CustomEventType peekAction() const { return _action; }
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Common::KeyCode peekKeyCode() const { return _keyCode; }
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bool isKeyActionPending() const;
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void delay(int time = 5);
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void delayUntilNextFrame();
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void debounceLeft();
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void clearEvents();
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void waitKeyActionMouse();
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const Common::Point &getMousePos() const { return _mousePos; }
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Common::Point calcRawMouse();
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int checkMouseBox1(const Common::Array<Common::Rect> &rects);
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bool isKeyActionMousePressed();
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void centerMousePos();
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void restrictMouse();
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};
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} // End of namespace Access
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#endif /* ACCESS_EVENTS_H */
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