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engines/titanic/events.h
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engines/titanic/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 TITANIC_EVENTS_H
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#define TITANIC_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 "support/rect.h"
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namespace Titanic {
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#define GAME_FRAME_RATE 30
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#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
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#define DOUBLE_CLICK_TIME 100
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enum SpecialButtons {
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MK_LBUTTON = 1, MK_RBUTTON = 2, MK_SHIFT = 4, MK_CONTROL = 8,
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MK_MBUTTON = 0x10
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};
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class TitanicEngine;
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/**
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* A base class for windows that can receive event messages
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*/
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class CEventTarget {
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public:
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virtual ~CEventTarget() {}
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/**
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* Called to handle any regular updates the game requires
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*/
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virtual void onIdle() {}
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/**
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* Mouse/key event handlers
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*/
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virtual void mouseMove(const Point &mousePos) {}
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virtual void leftButtonDown(const Point &mousePos) {}
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virtual void leftButtonUp(const Point &mousePos) {}
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virtual void leftButtonDoubleClick(const Point &mousePos) {}
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virtual void middleButtonDown(const Point &mousePos) {}
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virtual void middleButtonUp(const Point &mousePos) {}
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virtual void middleButtonDoubleClick(const Point &mousePos) {}
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virtual void mouseWheel(const Point &mousePos, bool wheelUp) {}
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virtual void keyDown(Common::KeyState keyState) {}
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virtual void keyUp(Common::KeyState keyState) {}
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virtual void actionStart(Common::CustomEventType action) {}
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};
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/**
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* An event target used for waiting for a mouse or keypress
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*/
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class CPressTarget : public CEventTarget {
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public:
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bool _pressed;
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public:
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CPressTarget() : _pressed(false) {}
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~CPressTarget() override {}
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void leftButtonDown(const Point &mousePos) override { _pressed = true; }
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void middleButtonDown(const Point &mousePos) override { _pressed = true; }
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void keyDown(Common::KeyState keyState) override {
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if (keyState.ascii)
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_pressed = true;
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}
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};
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class Events {
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private:
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TitanicEngine *_vm;
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Common::Stack<CEventTarget *> _eventTargets;
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uint32 _frameCounter;
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uint32 _priorFrameTime;
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uint _totalFrames;
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Common::Point _mousePos;
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uint _specialButtons;
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/**
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* Check whether it's time to display the next screen frame
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*/
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bool checkForNextFrameCounter();
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/**
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* Return the currently active event target
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*/
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CEventTarget *eventTarget() const {
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return _eventTargets.top();
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}
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/**
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* Handles setting/resettings special buttons on key up/down
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*/
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void handleKbdSpecial(Common::CustomEventType action);
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public:
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Events(TitanicEngine *vm);
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~Events() {}
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/**
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* Adds a new event target to the top of the list. It will get
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* all events generated until such time as another is pushed on
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* top of it, or the removeTarget method is called
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*/
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void addTarget(CEventTarget *target) {
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_eventTargets.push(target);
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}
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/**
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* Removes the currently active event target
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*/
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void removeTarget() {
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_eventTargets.pop();
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}
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/**
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* Check for any pending events
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*/
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void pollEvents();
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/**
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* Poll for events and introduce a small delay, to allow the system to
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* yield to other running programs
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*/
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void pollEventsAndWait();
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/**
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* Return the current game frame number
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*/
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uint32 getFrameCounter() const { return _frameCounter; }
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/**
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* Return the current game ticks
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*/
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uint32 getTicksCount() const;
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/**
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* Get the total number of playtime frames/ticks
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*/
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uint32 getTotalPlayTicks() const;
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/**
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* Set the total number of frames/ticks played
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*/
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void setTotalPlayTicks(uint frames);
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/**
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* Sleep for a specified period of time
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*/
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void sleep(uint time);
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/**
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* Wait for a mouse or keypress
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*/
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bool waitForPress(uint expiry);
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/**
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* Get the mouse position
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*/
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Common::Point getMousePos() const { return _mousePos; }
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/**
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* Sets the mouse position
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*/
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void setMousePos(const Common::Point &pt);
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/*
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* Return whether a given special key is currently pressed
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*/
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bool isSpecialPressed(SpecialButtons btn) const {
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return (_specialButtons & btn) != 0;
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}
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/**
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* Returns the bitset of the currently pressed special buttons
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*/
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uint getSpecialButtons() const { return _specialButtons; }
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};
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} // End of namespace Titanic
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#endif /* TITANIC_EVENTS_H */
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