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engines/ultima/ultima4/controllers/controller.h
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engines/ultima/ultima4/controllers/controller.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 ULTIMA4_CONTROLLERS_CONTROLLER_H
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#define ULTIMA4_CONTROLLERS_CONTROLLER_H
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#include "ultima/ultima4/metaengine.h"
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namespace Ultima {
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namespace Ultima4 {
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/**
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* A generic controller base class. Controllers are classes that
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* contain the logic for responding to external events (e.g. keyboard,
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* mouse, timers).
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*/
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class Controller {
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public:
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Controller(int timerInterval = 1);
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virtual ~Controller();
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/* methods for interacting with event manager */
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virtual bool isCombatController() const {
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return false;
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}
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/**
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* The event manager will call this method to notify the active
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* controller that a key has been pressed. The key will be passed on
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* to the virtual keyPressed method.
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*/
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bool notifyKeyPressed(int key);
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/**
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* The event manager will call this method to notify that
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* the left button was clicked
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*/
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bool notifyMousePress(const Common::Point &mousePos);
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int getTimerInterval();
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/**
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* A simple adapter to make a timer callback into a controller method
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* call.
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*/
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static void timerCallback(void *data);
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/** control methods subclasses may want to override */
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/**
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* Called when a controller is made active
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*/
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virtual void setActive();
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/**
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* Key was pressed
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*/
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virtual bool keyPressed(int key) {
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return false;
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}
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/**
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* Mouse button was pressed
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*/
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virtual bool mousePressed(const Common::Point &mousePos) {
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return false;
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}
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/**
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* Handles keybinder actions
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*/
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virtual void keybinder(KeybindingAction action) {}
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/**
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* The default timerFired handler for a controller. By default,
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* timers are ignored, but subclasses can override this method and it
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* will be called every <interval> 1/4 seconds.
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*/
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virtual void timerFired();
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/**
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* Returns true if game should quit
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*/
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bool shouldQuit() const;
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private:
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int _timerInterval;
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};
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// helper functions for the waitable controller; they just avoid
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// having eventhandler dependencies in this header file
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void Controller_startWait();
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void Controller_endWait();
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/**
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* Class template for controllers that can be "waited for".
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* Subclasses should set the value variable and call doneWaiting when
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* the controller has completed.
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*/
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template<class T>
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class WaitableController : public Controller {
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private:
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bool _exitWhenDone;
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T _defaultValue;
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protected:
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T _value;
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void doneWaiting() {
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if (_exitWhenDone)
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Controller_endWait();
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}
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public:
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WaitableController(T defaultValue) : _defaultValue(defaultValue),
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_value(defaultValue), _exitWhenDone(false) {}
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virtual T getValue() {
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return shouldQuit() ? _defaultValue : _value;
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}
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virtual T waitFor() {
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_exitWhenDone = true;
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Controller_startWait();
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return getValue();
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}
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/**
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* Mouse button was pressed
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*/
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virtual bool mousePressed(const Common::Point &mousePos) {
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// Treat mouse clicks as an abort
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doneWaiting();
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_value = _defaultValue;
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return true;
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}
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};
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class TurnCompleter {
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public:
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virtual ~TurnCompleter() {
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}
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virtual void finishTurn() = 0;
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virtual void finishTurnAfterCombatEnds() {
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finishTurn();
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}
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};
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} // End of namespace Ultima4
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} // End of namespace Ultima
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#endif
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