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engines/ultima/ultima8/kernel/mouse.h
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223
engines/ultima/ultima8/kernel/mouse.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 ULTIMA8_KERNEL_MOUSE_H
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#define ULTIMA8_KERNEL_MOUSE_H
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#include "common/system.h"
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#include "common/rect.h"
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#include "ultima/ultima8/misc/common_types.h"
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#include "ultima/ultima8/misc/direction.h"
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namespace Ultima {
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namespace Ultima8 {
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enum MouseButtonState {
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MBS_DOWN = 0x1,
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MBS_HANDLED = 0x2 // Mousedown event handled
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};
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struct MButton {
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uint16 _downGump;
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uint32 _lastDown;
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uint32 _curDown;
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Common::Point _downPoint;
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int _state;
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MButton() : _downGump(0), _curDown(0), _lastDown(0), _state(MBS_HANDLED)
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{
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}
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bool isState(MouseButtonState state) const {
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return _state & state;
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}
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void setState(MouseButtonState state) {
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_state |= state;
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}
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void clearState(MouseButtonState state) {
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_state &= ~state;
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}
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//! True if the current state is unhandled and past the double click timeout.
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bool isUnhandledPastTimeout(uint32 now, uint32 timeout) {
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return !isState(MBS_HANDLED) && _curDown > 0 && (now - _curDown) > timeout;
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}
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//! True if the current state is unhandled and within the double click timeout.
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bool isUnhandledDoubleClick(uint32 timeout) {
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return !isState(MBS_HANDLED) && _lastDown > 0 && (_curDown - _lastDown) <= timeout;
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}
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};
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class Gump;
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class Mouse {
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public:
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enum MouseButton {
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BUTTON_NONE = 0,
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BUTTON_LEFT = 1,
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BUTTON_RIGHT = 2,
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BUTTON_MIDDLE = 3,
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MOUSE_LAST
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};
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enum MouseCursor {
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MOUSE_NORMAL = 0,
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MOUSE_NONE = 1,
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MOUSE_TARGET = 2,
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MOUSE_WAIT = 3,
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MOUSE_HAND = 4,
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MOUSE_QUILL = 5,
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MOUSE_MAGGLASS = 6,
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MOUSE_CROSS = 7
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};
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enum DraggingState {
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DRAG_NOT = 0,
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DRAG_OK = 1,
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DRAG_INVALID = 2,
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DRAG_TEMPFAIL = 3
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};
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private:
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static Mouse *_instance;
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Common::Stack<MouseCursor> _cursors;
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int _lastMouseFrame;
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/**
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* Time mouse started flashing, or 0
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*/
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uint32 _flashingCursorTime;
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// mouse input state
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MButton _mouseButton[MOUSE_LAST];
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uint16 _mouseOverGump;
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Common::Point _mousePos;
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Common::Point _draggingOffset;
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DraggingState _dragging;
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ObjId _dragging_objId;
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uint16 _draggingItem_startGump;
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uint16 _draggingItem_lastGump;
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int _walkThreshold;
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int _runThreshold;
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private:
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void startDragging(int mx, int my);
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void moveDragging(int mx, int my);
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void stopDragging(int mx, int my);
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int mouseFrameForDir(Direction mousedir) const;
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public:
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static Mouse *get_instance() { return _instance; }
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public:
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Mouse();
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~Mouse();
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/**
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* Called when a mouse button is pressed down
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*/
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bool buttonDown(MouseButton button);
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/**
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* Called when a mouse ubtton is released
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*/
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bool buttonUp(MouseButton button);
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//! get mouse cursor length. 0 = short, 1 = medium, 2 = long
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int getMouseLength(int mx, int my) const;
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//! get mouse cursor length for the current coordinates
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int getMouseLength() const {
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return getMouseLength(_mousePos.x, _mousePos.y);
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}
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//! get mouse cursor direction on the screen. 0 = up, 1 = up-right, 2 = right, etc...
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Direction getMouseDirectionScreen(int mx, int my) const;
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//! get mouse cursor direction on the screen using the current coordinates.
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Direction getMouseDirectionScreen() const {
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return getMouseDirectionScreen(_mousePos.x, _mousePos.y);
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}
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//! get mouse cursor direction in the world. 0 = up, 1 = up-right, 2 = right, etc...
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Direction getMouseDirectionWorld(int mx, int my) const;
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//! get mouse cursor direction in the world using the current coordinates.
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Direction getMouseDirectionWorld() const {
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return getMouseDirectionWorld(_mousePos.x, _mousePos.y);
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}
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//! get current mouse cursor location
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void getMouseCoords(int32 &mx, int32 &my) const {
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mx = _mousePos.x;
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my = _mousePos.y;
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}
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//! set current mouse cursor location
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void setMouseCoords(int mx, int my);
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bool isMouseDownEvent(MouseButton button) const;
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//! remove all existing cursors
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void popAllCursors();
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//! set the current mouse cursor
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void setMouseCursor(MouseCursor cursor);
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//! flash the red cross mouse cursor for a brief while
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void flashCrossCursor();
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//! push the current mouse cursor to the stack
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void pushMouseCursor(MouseCursor cursor);
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//! pop the last mouse cursor from the stack
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void popMouseCursor();
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//! get the current mouse frame
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int getMouseFrame();
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DraggingState dragging() const { return _dragging; }
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void setDraggingOffset(int32 x, int32 y) {
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_draggingOffset.x = x;
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_draggingOffset.y = y;
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}
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void getDraggingOffset(int32 &x, int32 &y) {
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x = _draggingOffset.x;
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y = _draggingOffset.y;
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}
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uint32 getDoubleClickTime() const;
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void handleDelayedEvents();
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Gump *getMouseOverGump() const;
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void resetMouseOverGump() { _mouseOverGump = 0; }
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void update();
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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