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engines/ultima/shared/engine/input_handler.cpp
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118
engines/ultima/shared/engine/input_handler.cpp
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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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#include "ultima/shared/engine/input_handler.h"
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#include "ultima/shared/engine/events.h"
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#include "ultima/shared/early/game_base.h"
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#include "ultima/shared/engine/messages.h"
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#include "ultima/shared/gfx/visual_item.h"
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namespace Ultima {
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namespace Shared {
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InputHandler::InputHandler(GameBase *game) : _game(game), _inputTranslator(nullptr), _dragging(false),
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_buttonDown(false), _lockCount(0), _abortMessage(false) {
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}
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InputHandler::~InputHandler() {
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}
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void InputHandler::setTranslator(InputTranslator *translator) {
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_inputTranslator = translator;
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}
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void InputHandler::incLockCount() {
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++_lockCount;
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}
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void InputHandler::decLockCount() {
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--_lockCount;
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assert(_lockCount >= 0);
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if (_lockCount == 0 && _inputTranslator) {
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if (_dragging && !_inputTranslator->isMousePressed()) {
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CMouseButtonUpMsg upMsg(_mousePos, MK_LBUTTON);
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handleMessage(upMsg);
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}
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_buttonDown = _inputTranslator->isMousePressed();
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_abortMessage = true;
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}
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}
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void InputHandler::handleMessage(CMessage &msg, bool respectLock) {
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if (!respectLock || _lockCount <= 0) {
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processMessage(&msg);
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}
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}
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void InputHandler::processMessage(CMessage *msg) {
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const CMouseMsg *mouseMsg = dynamic_cast<const CMouseMsg *>(msg);
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_abortMessage = false;
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dispatchMessage(msg);
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if (_abortMessage) {
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_abortMessage = false;
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} else if (mouseMsg) {
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// Keep the game state mouse position up to date
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if (_mousePos != mouseMsg->_mousePos) {
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_mousePos = mouseMsg->_mousePos;
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}
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// Set flag for whether a mouse button is currently being pressed
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if (mouseMsg->isButtonDownMsg())
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_buttonDown = true;
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else if (mouseMsg->isButtonUpMsg())
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_buttonDown = false;
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// Drag events generation
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if (_dragging) {
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if (mouseMsg->isMouseMoveMsg()) {
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CMouseDragMsg moveMsg(_mousePos, mouseMsg->_buttons);
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dispatchMessage(&moveMsg);
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} else if (mouseMsg->isButtonUpMsg()) {
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_dragging = false;
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}
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} else if (_buttonDown) {
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if (!mouseMsg->isMouseMoveMsg()) {
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// Save where the drag movement started from
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_dragStartPos = _mousePos;
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} else {
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Point delta = _mousePos - _dragStartPos;
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int distance = (int)sqrt(double(delta.x * delta.x + delta.y * delta.y));
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if (distance > 4) {
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// A drag has started
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_dragging = true;
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}
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}
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}
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}
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}
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void InputHandler::dispatchMessage(CMessage *msg) {
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Gfx::VisualItem *view = _game->getView();
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if (view)
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msg->execute(view);
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}
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} // End of namespace Shared
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} // End of namespace Ultima
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