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engines/ultima/ultima4/events/event_handler.h
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engines/ultima/ultima4/events/event_handler.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_EVENTS_EVENT_HANDLER_H
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#define ULTIMA4_EVENTS_EVENT_HANDLER_H
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#include "ultima/ultima4/events/timed_event_mgr.h"
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#include "ultima/ultima4/controllers/key_handler_controller.h"
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#include "ultima/ultima4/core/types.h"
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#include "ultima/ultima4/gfx/screen.h"
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#include "ultima/shared/std/containers.h"
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#include "common/events.h"
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#include "common/list.h"
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#include "common/rect.h"
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#include "common/str.h"
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namespace Ultima {
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namespace Ultima4 {
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#define eventHandler (EventHandler::getInstance())
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#if defined(IOS_ULTIMA4)
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#ifndef __OBJC__
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typedef void *TimedManagerHelper;
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typedef void *UIEvent;
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#else
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@class TimedManagerHelper;
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@class UIEvent;
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#endif
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#endif
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typedef void(*updateScreenCallback)();
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/**
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* Encapsulates the logic for deciding how frequently to walk
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* when holding down the right moues button in enhanced mode
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*/
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class WalkTrigger {
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private:
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int _ticksCtr, _ticksPerWalk;
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KeybindingAction _action;
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public:
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/**
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* Constructor
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*/
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WalkTrigger() : _ticksCtr(0), _ticksPerWalk(0), _action(KEYBIND_NONE) {
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}
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/**
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* Resets the walker
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*/
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void reset();
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/**
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* Sets the delta from the center of the map
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*/
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void setDelta(Direction dir, int distance);
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/**
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* Checks for whether to walk, and if so, returns the direction
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*/
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KeybindingAction getAction();
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};
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/**
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* A class for handling game events.
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*/
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class EventHandler {
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typedef Common::List<const MouseArea *> MouseAreaList;
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private:
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static EventHandler *_instance;
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WalkTrigger _walk;
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bool _isRightButtonDown;
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private:
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void handleMouseMotionEvent(const Common::Event &event);
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void handleMouseButtonDownEvent(const Common::Event &event, Controller *controller, updateScreenCallback updateScreen);
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void handleMouseButtonUpEvent(const Common::Event &event, Controller *controller, updateScreenCallback updateScreen);
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void handleKeyDownEvent(const Common::Event &event, Controller *controller, updateScreenCallback updateScreen);
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protected:
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static bool _controllerDone;
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static bool _ended;
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TimedEventMgr _timer;
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Std::vector<Controller *> _controllers;
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MouseAreaList _mouseAreaSets;
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updateScreenCallback _updateScreen;
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public:
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/**
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* Constructor
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*/
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EventHandler();
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/* Static functions */
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static EventHandler *getInstance();
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/**
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* Delays program execution for the specified number of milliseconds.
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* This doesn't actually stop events, but it stops the user from interacting
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* While some important event happens (e.g., getting hit by a cannon ball or a spell effect).
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*/
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static void sleep(uint usec);
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/**
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* Waits a given number of milliseconds before continuing
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*/
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static void wait_msecs(uint msecs);
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/**
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* Waits a given number of game cycles before continuing
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*/
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static void wait_cycles(uint cycles);
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static void setControllerDone(bool exit = true);
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/**
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* Returns the current value of the global exit flag
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*/
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static bool getControllerDone();
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static void end();
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/* Member functions */
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TimedEventMgr *getTimer();
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/* Event functions */
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void run();
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void setScreenUpdate(void (*updateScreen)(void));
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#if defined(IOS_ULTIMA4)
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void handleEvent(UIEvent *);
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static void controllerStopped_helper();
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updateScreenCallback screenCallback() {
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return updateScreen;
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}
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#endif
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/* Controller functions */
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Controller *pushController(Controller *c);
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Controller *popController();
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Controller *getController() const;
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void setController(Controller *c);
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/* Key handler functions */
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/**
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* Adds a key handler to the stack.
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*/
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void pushKeyHandler(KeyHandler kh);
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/**
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* Pops a key handler off the stack.
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* Returns a pointer to the resulting key handler after
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* the current handler is popped.
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*/
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void popKeyHandler();
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/**
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* Returns a pointer to the current key handler.
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* Returns nullptr if there is no key handler.
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*/
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KeyHandler *getKeyHandler() const;
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/**
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* Eliminates all key handlers and begins stack with new handler.
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* This pops all key handlers off the stack and adds
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* the key handler provided to the stack, making it the
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* only key handler left. Use this function only if you
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* are sure the key handlers in the stack are disposable.
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*/
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void setKeyHandler(KeyHandler kh);
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/* Mouse area functions */
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void pushMouseAreaSet(const MouseArea *mouseAreas);
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void popMouseAreaSet();
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/**
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* Get the currently active mouse area set off the top of the stack.
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*/
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const MouseArea *getMouseAreaSet() const;
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const MouseArea *mouseAreaForPoint(int x, int y);
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/**
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* Checks for whether to walk, and if so, returns the direction action
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*/
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KeybindingAction getAction() {
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return _isRightButtonDown ? _walk.getAction() : KEYBIND_NONE;
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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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