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2026-02-02 04:50:13 +01:00

210 lines
5.4 KiB
Objective-C

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