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engines/mads/events.h
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195
engines/mads/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 MADS_EVENTS_H
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#define MADS_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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#include "mads/assets.h"
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#include "mads/sprites.h"
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namespace MADS {
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enum CursorType { CURSOR_NONE = 0, CURSOR_ARROW = 1, CURSOR_WAIT = 2, CURSOR_GO_DOWN = 3,
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CURSOR_GO_UP = 4, CURSOR_GO_LEFT = 5, CURSOR_GO_RIGHT = 6 };
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#define GAME_FRAME_RATE 50
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#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
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class MADSEngine;
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class EventTarget {
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public:
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virtual ~EventTarget() {}
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virtual bool onEvent(Common::Event &event) { return false; }
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};
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class EventsManager {
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private:
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MADSEngine *_vm;
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uint32 _frameCounter;
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uint32 _priorFrameTime;
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Common::Point _mousePos;
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Common::Point _currentPos;
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EventTarget *_eventTarget;
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/**
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* Updates the cursor image when the current cursor changes
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*/
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void changeCursor();
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public:
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SpriteAsset *_cursorSprites;
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CursorType _cursorId;
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CursorType _newCursorId;
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bool _mouseClicked;
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bool _mouseReleased;
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byte _mouseButtons;
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bool _rightMousePressed;
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int _mouseStatus;
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int _strokeGoing;
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int _mouseStatusCopy;
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bool _mouseMoved;
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Common::Stack<Common::KeyState> _pendingKeys;
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Common::Stack<Common::CustomEventType> _pendingActions;
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public:
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/**
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* Constructor
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*/
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EventsManager(MADSEngine *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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* Loads the sprite set containing the cursors
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*/
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void loadCursors(const Common::Path &spritesName);
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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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* Sets the cursor
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*/
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void setCursor2(CursorType 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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/**
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* Shows the wait cursor
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*/
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void waitCursor();
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/**
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* Free currently loaded cursors
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*/
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void freeCursors();
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/**
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* Poll any pending events
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*/
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void pollEvents();
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/**
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* Sets an event handler other than the events manager
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*/
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void setEventTarget(EventTarget *target) { _eventTarget = target; }
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/**
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* Return the current mouse position
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*/
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Common::Point mousePos() const { return _mousePos; }
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/**
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* Return the current mouse position
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*/
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Common::Point currentPos() const { return _currentPos; }
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/**
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* Delay for a given number of frames
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*/
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void delay(int amount);
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/**
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* Wait for the next frame
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*/
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void waitForNextFrame();
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/**
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* Checks for whether the next game frame number has been reached.
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*/
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bool checkForNextFrameCounter();
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/**
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* Gets the current frame counter
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*/
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uint32 getFrameCounter() const { return _frameCounter; }
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void initVars();
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/**
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* Clears all currently pending keypresses
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*/
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void clearEvents();
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/**
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* Returns true if there's any pending keys to be processed
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*/
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bool isKeyPressed() const { return !_pendingKeys.empty(); }
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/**
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* Returns true if there's any pending actions to be processed
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*/
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bool isActionTriggered() const { return !_pendingActions.empty(); }
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/**
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* Gets the next pending keypress
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*/
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Common::KeyState getKey() { return _pendingKeys.pop(); }
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/**
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* Gets the next pending action
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*/
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Common::CustomEventType getAction() { return _pendingActions.pop(); }
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};
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} // End of namespace MADS
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#endif /* MADS_EVENTS_H */
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