339 lines
7.2 KiB
C++
339 lines
7.2 KiB
C++
/* 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 ULTIMA_SHARED_ENGINE_EVENTS_H
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#define ULTIMA_SHARED_ENGINE_EVENTS_H
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#include "common/scummsys.h"
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#include "common/events.h"
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#include "common/stack.h"
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#include "gui/debugger.h"
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#include "graphics/screen.h"
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#include "ultima/shared/core/rect.h"
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namespace Ultima {
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namespace Shared {
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#define GAME_FRAME_RATE (1000 / 50)
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#define GAME_FRAME_TIME 50
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#define SCREEN_UPDATE_TIME 10
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#define BUTTON_MASK(MB) (1 << ((int)(MB) - 1))
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#define DOUBLE_CLICK_TIME 100
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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 SpecialButtons {
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MK_LBUTTON = 1, MK_RBUTTON = 2, MK_MBUTTON = 4, MK_SHIFT = 8, MK_CONTROL = 0x10
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};
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/**
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* A base class for windows that can receive event messages
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*/
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class EventTarget {
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public:
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virtual ~EventTarget() {
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}
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/**
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* Called to handle any regular updates the game requires
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*/
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virtual void onIdle() {
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}
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/**
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* Mouse/key event handlers
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*/
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virtual void mouseMove(const Common::Point &mousePos) {
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}
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virtual void leftButtonDown(const Common::Point &mousePos) {
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}
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virtual void leftButtonUp(const Common::Point &mousePos) {
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}
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virtual void leftButtonDoubleClick(const Common::Point &mousePos) {
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}
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virtual void middleButtonDown(const Common::Point &mousePos) {
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}
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virtual void middleButtonUp(const Common::Point &mousePos) {
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}
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virtual void middleButtonDoubleClick(const Common::Point &mousePos) {
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}
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virtual void rightButtonDown(const Common::Point &mousePos) {
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}
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virtual void rightButtonUp(const Common::Point &mousePos) {
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}
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virtual void mouseWheel(const Common::Point &mousePos, bool wheelUp) {
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}
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virtual void keyDown(Common::KeyState keyState) {
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}
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virtual void keyUp(Common::KeyState keyState) {
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}
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};
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/**
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* An eent target used for waiting for a mouse or keypress
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*/
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class CPressTarget : public EventTarget {
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public:
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bool _pressed;
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public:
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CPressTarget() : _pressed(false) {
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}
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~CPressTarget() override {
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}
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void leftButtonDown(const Common::Point &mousePos) override {
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_pressed = true;
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}
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void middleButtonDown(const Common::Point &mousePos) override {
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_pressed = true;
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}
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void rightButtonDown(const Common::Point &mousePos) override {
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_pressed = true;
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}
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void keyDown(Common::KeyState keyState) override {
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_pressed = true;
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}
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};
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/**
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* Abstract interface for engine functionality the events manager needs to access
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*/
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class EventsCallback {
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public:
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/**
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* Destructor
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*/
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virtual ~EventsCallback() {}
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/**
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* Get the screen
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*/
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virtual Graphics::Screen *getScreen() const {
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return nullptr;
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}
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};
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class EventsManager {
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private:
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EventsCallback *_callback;
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Common::Stack<EventTarget *> _eventTargets;
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uint32 _frameCounter;
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uint32 _priorFrameTime;
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uint32 _priorFrameCounterTime;
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uint32 _gameCounter;
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uint32 _playTime;
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Point _mousePos;
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uint _specialButtons;
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uint8 _buttonsDown;
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/**
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* Check whether it's time to display the next screen frame
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*/
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bool checkForNextFrameCounter();
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/**
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* Return the currently active event target
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*/
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EventTarget *eventTarget() const {
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return _eventTargets.top();
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}
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/**
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* Handles setting/resettings special buttons on key up/down
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*/
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void handleKbdSpecial(Common::KeyState keyState);
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/**
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* Sets whether a given button is depressed
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*/
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void setButtonDown(MouseButton button, bool isDown);
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protected:
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/**
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* Handles moving to the next game frame
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*/
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virtual void nextFrame();
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public:
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EventsManager(EventsCallback *callback);
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virtual ~EventsManager() {}
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/**
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* Adds a new event target to the top of the list. It will get
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* all events generated until such time as another is pushed on
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* top of it, or the removeTarget method is called
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*/
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void addTarget(EventTarget *target) {
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_eventTargets.push(target);
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}
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/**
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* Removes the currently active event target
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*/
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void removeTarget() {
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_eventTargets.pop();
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}
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/**
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* Polls the ScummVM backend for any pending events, passing out the event, if any
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*/
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virtual bool pollEvent(Common::Event &event);
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/**
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* Checks for any pending events. This differs from pollEvent, in that the event manager will dispatch
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* all pending events to the currently registered active event target, rather than simply returning a
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* single event like pollEvent does
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*/
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void pollEvents();
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/**
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* Poll for events and introduce a small delay, to allow the system to
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* yield to other running programs
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*/
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void pollEventsAndWait();
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/**
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* Return the current game frame number
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*/
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uint32 getFrameCounter() const {
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return _frameCounter;
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}
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/**
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* Get the elapsed playtime
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*/
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uint32 getTicksCount() const;
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/**
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* Sleep for a specified period of time
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*/
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void sleep(uint time);
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/**
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* Wait for a mouse or keypress
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*/
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bool waitForPress(uint expiry);
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/**
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* Sets the mouse position
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*/
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void setMousePos(const Point &pt);
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/*
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* Return whether a given special key is currently pressed
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*/
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bool isSpecialPressed(SpecialButtons btn) const {
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return (_specialButtons & btn) != 0;
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}
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/**
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* Returns the bitset of the currently pressed special buttons
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*/
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uint getSpecialButtons() const {
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return _specialButtons;
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}
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/*
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* Set the cursor
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*/
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virtual void setCursor(int cursorId) {
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}
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/**
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* Show the mouse cursor
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*/
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void showCursor();
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/**
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* Hide the mouse cursor
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*/
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void hideCursor();
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/**
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* Returns if the mouse cursor is visible
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*/
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bool isCursorVisible();
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/**
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* Gets the current total ticks
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*/
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uint32 getTicks() {
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return _frameCounter;
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}
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/**
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* Gets the total overall play time
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*/
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uint32 playTime() const {
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return _playTime;
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}
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/**
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* Sets the current play time
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*/
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void setPlayTime(uint32 time) {
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_playTime = time;
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}
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/**
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* Returns true if a given mouse button is pressed
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*/
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inline bool isButtonDown(MouseButton button) const {
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return (_buttonsDown & BUTTON_MASK(button)) != 0;
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}
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/**
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* Returns true if any mouse button is pressed
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*/
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bool isButtonDown() const {
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return isButtonDown(BUTTON_LEFT) || isButtonDown(BUTTON_RIGHT) || isButtonDown(BUTTON_MIDDLE);
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}
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/**
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* Returns the mouse buttons states
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*/
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byte getButtonState() const {
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return _buttonsDown;
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}
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/**
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* Return the mouse position
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*/
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Common::Point getMousePos() const {
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return _mousePos;
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}
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};
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extern bool isMouseDownEvent(Common::EventType type);
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extern bool isMouseUpEvent(Common::EventType type);
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extern MouseButton whichButton(Common::EventType type);
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} // End of namespace Shared
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} // End of namespace Ultima
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#endif
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