114 lines
4.2 KiB
C++
114 lines
4.2 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 AGS_ENGINE_AC_SYS_EVENTS_H
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#define AGS_ENGINE_AC_SYS_EVENTS_H
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#include "common/events.h"
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#include "ags/shared/ac/keycode.h"
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namespace AGS3 {
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// Keyboard input handling
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//
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// avoid including SDL.h here, at least for now, because that leads to conflicts with allegro
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union SDL_Event;
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// Tells if key event refers to one of the mod-keys
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inline bool is_mod_key(const Common::KeyState &ks) {
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return ks.keycode == Common::KEYCODE_LCTRL || ks.keycode == Common::KEYCODE_RCTRL ||
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ks.keycode == Common::KEYCODE_LALT || ks.keycode == Common::KEYCODE_RALT ||
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ks.keycode == Common::KEYCODE_LSHIFT || ks.keycode == Common::KEYCODE_RSHIFT ||
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ks.keycode == Common::KEYCODE_MODE;
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}
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// Converts mod key into merged mod (left & right) for easier handling
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inline int make_merged_mod(int mod) {
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int m_mod = 0;
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if ((mod & Common::KBD_CTRL) != 0) m_mod |= Common::KBD_CTRL;
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if ((mod & Common::KBD_SHIFT) != 0) m_mod |= Common::KBD_SHIFT;
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if ((mod & Common::KBD_ALT) != 0) m_mod |= Common::KBD_ALT;
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// what about Common::KBD_GUI, and there's also some Common::KEYCODE_MODE?
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return m_mod;
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}
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// Converts ScummVM key event to eAGSKeyCode if it is in proper range,
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// see comments to eAGSKeyCode for details.
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// Optionally works in bacward compatible mode (old_keyhandle)
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extern KeyInput ags_keycode_from_scummvm(const Common::Event &event, bool old_keyhandle);
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// Tells if there are any buffered key events
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extern bool ags_keyevent_ready();
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// Queries for the next key event in buffer; returns uninitialized data if none was queued
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extern Common::Event ags_get_next_keyevent();
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// Tells if the key is currently down, provided AGS key.
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// NOTE: for particular script codes this function returns positive if either of two keys are down.
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extern int ags_iskeydown(eAGSKeyCode ags_key);
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// Simulates key press with the given AGS key
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extern void ags_simulate_keypress(eAGSKeyCode ags_key, bool old_keyhandle);
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// Mouse input handling
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//
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// Tells if the mouse button is currently down
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extern bool ags_misbuttondown(eAGSMouseButton but);
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// Returns last "clicked" mouse button
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extern eAGSMouseButton ags_mgetbutton();
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// Returns recent relative mouse movement; resets accumulated values
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extern void ags_mouse_acquire_relxy(int &x, int &y);
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// Updates mouse cursor position in game
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extern void ags_domouse();
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// Returns -1 for wheel down and +1 for wheel up
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// TODO: introduce constants for this
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extern int ags_check_mouse_wheel();
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// Other input utilities
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//
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// Clears buffered keypresses and mouse clicks;
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// resets current key/mb states
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void ags_clear_input_state();
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// Clears buffered keypresses and mouse clicks, if any;
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// does NOT reset current key/mb states
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void ags_clear_input_buffer();
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// Clears buffered mouse movement
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void ags_clear_mouse_movement();
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// Halts execution until any user input
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// TODO: seriously not a good design, replace with event listening
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extern void ags_wait_until_keypress();
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// Events.
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//
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// Set engine callback for when quit event is received by the backend.
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extern void sys_evt_set_quit_callback(void(*proc)(void));
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// Set engine callback for when input focus is received or lost by the window.
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extern void sys_evt_set_focus_callbacks(void(*switch_in)(void), void(*switch_out)(void));
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// Process all events in the backend's queue.
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extern void sys_evt_process_pending(void);
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// Flushes system events following window initialization.
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void sys_flush_events(void);
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} // namespace AGS3
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#endif
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