/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef ULTIMA_SHARED_ENGINE_EVENTS_H #define ULTIMA_SHARED_ENGINE_EVENTS_H #include "common/scummsys.h" #include "common/events.h" #include "common/stack.h" #include "gui/debugger.h" #include "graphics/screen.h" #include "ultima/shared/core/rect.h" namespace Ultima { namespace Shared { #define GAME_FRAME_RATE (1000 / 50) #define GAME_FRAME_TIME 50 #define SCREEN_UPDATE_TIME 10 #define BUTTON_MASK(MB) (1 << ((int)(MB) - 1)) #define DOUBLE_CLICK_TIME 100 enum MouseButton { BUTTON_NONE = 0, BUTTON_LEFT = 1, BUTTON_RIGHT = 2, BUTTON_MIDDLE = 3, MOUSE_LAST }; enum SpecialButtons { MK_LBUTTON = 1, MK_RBUTTON = 2, MK_MBUTTON = 4, MK_SHIFT = 8, MK_CONTROL = 0x10 }; /** * A base class for windows that can receive event messages */ class EventTarget { public: virtual ~EventTarget() { } /** * Called to handle any regular updates the game requires */ virtual void onIdle() { } /** * Mouse/key event handlers */ virtual void mouseMove(const Common::Point &mousePos) { } virtual void leftButtonDown(const Common::Point &mousePos) { } virtual void leftButtonUp(const Common::Point &mousePos) { } virtual void leftButtonDoubleClick(const Common::Point &mousePos) { } virtual void middleButtonDown(const Common::Point &mousePos) { } virtual void middleButtonUp(const Common::Point &mousePos) { } virtual void middleButtonDoubleClick(const Common::Point &mousePos) { } virtual void rightButtonDown(const Common::Point &mousePos) { } virtual void rightButtonUp(const Common::Point &mousePos) { } virtual void mouseWheel(const Common::Point &mousePos, bool wheelUp) { } virtual void keyDown(Common::KeyState keyState) { } virtual void keyUp(Common::KeyState keyState) { } }; /** * An eent target used for waiting for a mouse or keypress */ class CPressTarget : public EventTarget { public: bool _pressed; public: CPressTarget() : _pressed(false) { } ~CPressTarget() override { } void leftButtonDown(const Common::Point &mousePos) override { _pressed = true; } void middleButtonDown(const Common::Point &mousePos) override { _pressed = true; } void rightButtonDown(const Common::Point &mousePos) override { _pressed = true; } void keyDown(Common::KeyState keyState) override { _pressed = true; } }; /** * Abstract interface for engine functionality the events manager needs to access */ class EventsCallback { public: /** * Destructor */ virtual ~EventsCallback() {} /** * Get the screen */ virtual Graphics::Screen *getScreen() const { return nullptr; } }; class EventsManager { private: EventsCallback *_callback; Common::Stack _eventTargets; uint32 _frameCounter; uint32 _priorFrameTime; uint32 _priorFrameCounterTime; uint32 _gameCounter; uint32 _playTime; Point _mousePos; uint _specialButtons; uint8 _buttonsDown; /** * Check whether it's time to display the next screen frame */ bool checkForNextFrameCounter(); /** * Return the currently active event target */ EventTarget *eventTarget() const { return _eventTargets.top(); } /** * Handles setting/resettings special buttons on key up/down */ void handleKbdSpecial(Common::KeyState keyState); /** * Sets whether a given button is depressed */ void setButtonDown(MouseButton button, bool isDown); protected: /** * Handles moving to the next game frame */ virtual void nextFrame(); public: EventsManager(EventsCallback *callback); virtual ~EventsManager() {} /** * Adds a new event target to the top of the list. It will get * all events generated until such time as another is pushed on * top of it, or the removeTarget method is called */ void addTarget(EventTarget *target) { _eventTargets.push(target); } /** * Removes the currently active event target */ void removeTarget() { _eventTargets.pop(); } /** * Polls the ScummVM backend for any pending events, passing out the event, if any */ virtual bool pollEvent(Common::Event &event); /** * Checks for any pending events. This differs from pollEvent, in that the event manager will dispatch * all pending events to the currently registered active event target, rather than simply returning a * single event like pollEvent does */ void pollEvents(); /** * Poll for events and introduce a small delay, to allow the system to * yield to other running programs */ void pollEventsAndWait(); /** * Return the current game frame number */ uint32 getFrameCounter() const { return _frameCounter; } /** * Get the elapsed playtime */ uint32 getTicksCount() const; /** * Sleep for a specified period of time */ void sleep(uint time); /** * Wait for a mouse or keypress */ bool waitForPress(uint expiry); /** * Sets the mouse position */ void setMousePos(const Point &pt); /* * Return whether a given special key is currently pressed */ bool isSpecialPressed(SpecialButtons btn) const { return (_specialButtons & btn) != 0; } /** * Returns the bitset of the currently pressed special buttons */ uint getSpecialButtons() const { return _specialButtons; } /* * Set the cursor */ virtual void setCursor(int cursorId) { } /** * Show the mouse cursor */ void showCursor(); /** * Hide the mouse cursor */ void hideCursor(); /** * Returns if the mouse cursor is visible */ bool isCursorVisible(); /** * Gets the current total ticks */ uint32 getTicks() { return _frameCounter; } /** * Gets the total overall play time */ uint32 playTime() const { return _playTime; } /** * Sets the current play time */ void setPlayTime(uint32 time) { _playTime = time; } /** * Returns true if a given mouse button is pressed */ inline bool isButtonDown(MouseButton button) const { return (_buttonsDown & BUTTON_MASK(button)) != 0; } /** * Returns true if any mouse button is pressed */ bool isButtonDown() const { return isButtonDown(BUTTON_LEFT) || isButtonDown(BUTTON_RIGHT) || isButtonDown(BUTTON_MIDDLE); } /** * Returns the mouse buttons states */ byte getButtonState() const { return _buttonsDown; } /** * Return the mouse position */ Common::Point getMousePos() const { return _mousePos; } }; extern bool isMouseDownEvent(Common::EventType type); extern bool isMouseUpEvent(Common::EventType type); extern MouseButton whichButton(Common::EventType type); } // End of namespace Shared } // End of namespace Ultima #endif