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engines/mm/xeen/events.h
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202
engines/mm/xeen/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 XEEN_EVENTS_H
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#define XEEN_EVENTS_H
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#include "common/scummsys.h"
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#include "common/events.h"
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#include "common/queue.h"
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#include "mm/xeen/sprites.h"
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namespace MM {
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namespace Xeen {
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#define GAME_FRAME_RATE (1000 / 50)
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#define GAME_FRAME_TIME 50
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#define SCREEN_UPDATE_TIME 10
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#define MAX_PENDING_EVENTS 5
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class XeenEngine;
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struct PendingEvent {
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Common::KeyState _keyState;
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bool _leftButton;
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bool _rightButton;
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PendingEvent() : _leftButton(false), _rightButton(false) {}
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PendingEvent(const Common::KeyState &keyState) : _keyState(keyState), _leftButton(false), _rightButton(false) {}
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PendingEvent(bool leftButton, bool rightButton) : _leftButton(leftButton), _rightButton(rightButton) {}
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/**
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* Returns true if a keyboard event is pending
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*/
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bool isKeyboard() const { return _keyState.keycode != Common::KEYCODE_INVALID; }
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/**
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* Returns ture if a mouse button event is pending
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*/
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bool isMouse() const { return _leftButton || _rightButton; }
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};
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class EventsManager {
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private:
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XeenEngine *_vm;
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uint32 _frameCounter;
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uint32 _priorFrameCounterTime;
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uint32 _priorScreenRefreshTime;
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uint32 _gameCounter;
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uint32 _gameCounters[6];
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uint32 _playTime;
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Common::Queue<PendingEvent> _pendingEvents;
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SpriteResource _sprites;
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bool _mousePressed;
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/**
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* Handles moving to the next game frame
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*/
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void nextFrame();
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/**
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* Returns whether the keypress is a modifier key like Ctrl or Alt
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*/
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bool isModifierKey(const Common::KeyCode &keycode) const;
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public:
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Common::Point _mousePos;
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public:
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EventsManager(XeenEngine *vm);
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~EventsManager();
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/*
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* Set the cursor
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*/
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void setCursor(int 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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* Polls the ScummVM backend for any pending events
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*/
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void pollEvents();
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/**
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* Polls for events, and wait a slight delay. This ensures the game doesn't use up 100% of the CPU
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*/
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void pollEventsAndWait();
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/**
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* Clears all pending events
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*/
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void clearEvents();
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/**
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* Waits for a mouse press to be released
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*/
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void debounceMouse();
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/**
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* Adds a keyboard event to the queue
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*/
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void addEvent(const Common::KeyState &keyState);
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/**
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* Adds a mouse button event to the queue
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*/
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void addEvent(bool leftButton, bool rightButton);
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/**
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* Returns the next pending key/mouse press, if any
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*/
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bool getEvent(PendingEvent &pe);
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/**
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* Returns true if a key or mouse event is pending
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*/
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bool isEventPending() const { return !_pendingEvents.empty(); }
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/**
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* Returns true if a key or mouse press is pending
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*/
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bool isKeyMousePressed();
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void updateGameCounter() { _gameCounter = _frameCounter; }
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void timeMark1() { _gameCounters[1] = _frameCounter; }
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void timeMark2() { _gameCounters[2] = _frameCounter; }
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void timeMark3() { _gameCounters[3] = _frameCounter; }
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void timeMark4() { _gameCounters[4] = _frameCounter; }
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void timeMark5() { _gameCounters[5] = _frameCounter; }
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uint32 timeElapsed() const { return _frameCounter - _gameCounter; }
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uint32 timeElapsed1() const { return _frameCounter - _gameCounters[1]; }
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uint32 timeElapsed2() const { return _frameCounter - _gameCounters[2]; }
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uint32 timeElapsed3() const { return _frameCounter - _gameCounters[3]; }
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uint32 timeElapsed4() const { return _frameCounter - _gameCounters[4]; }
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uint32 timeElapsed5() const { return _frameCounter - _gameCounters[5]; }
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uint32 getTicks() { return _frameCounter; }
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uint32 playTime() const { return _playTime; }
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void setPlayTime(uint32 time) { _playTime = time; }
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/**
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* Waits for a given number of frames
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* @param numFrames Number of frames to wait
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* @param interruptable If set, aborts if the mouse or a key is pressed
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* @returns True if the wait was aborted
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*/
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bool wait(uint numFrames, bool interruptable = true);
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/**
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* Pause for a set amount
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*/
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void ipause(uint amount);
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/**
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* Pauses a set amount past the previous call to timeMark5
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*/
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void ipause5(uint amount);
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/**
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* Waits for a key or mouse press, animating the 3d view in the background
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*/
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void waitForPressAnimated();
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/**
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* Waits for a key or mouse press
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*/
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void waitForPress();
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};
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} // End of namespace Xeen
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} // End of namespace MM
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#endif
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