scummvm/common/events.h

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_EVENTS_H
#define COMMON_EVENTS_H
#include "common/rect.h"
#include "common/system.h"
#include "common/noncopyable.h"
namespace Common {
/**
* The types of events backends may generate.
* @see Event
*
* @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
* likewise EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
* To do that, we just have to add a field to the Event which
* indicates which button was pressed.
*/
enum EventType {
/** A key was pressed, details in Event::kbd. */
EVENT_KEYDOWN = 1,
/** A key was released, details in Event::kbd. */
EVENT_KEYUP = 2,
/** The mouse moved, details in Event::mouse. */
EVENT_MOUSEMOVE = 3,
EVENT_LBUTTONDOWN = 4,
EVENT_LBUTTONUP = 5,
EVENT_RBUTTONDOWN = 6,
EVENT_RBUTTONUP = 7,
EVENT_WHEELUP = 8,
EVENT_WHEELDOWN = 9,
EVENT_QUIT = 10,
EVENT_SCREEN_CHANGED = 11,
/**
* The backend requests the agi engine's predictive dialog to be shown.
* TODO: Fingolfin suggests that it would be of better value to expand
* on this notion by generalizing its use. For example the backend could
* use events to ask for the save game dialog or to pause the engine.
* An associated enumerated type can accomplish this.
**/
EVENT_PREDICTIVE_DIALOG = 12
};
enum KeyCode {
KEYCODE_INALID = 0,
KEYCODE_BACKSPACE = 8,
KEYCODE_TAB = 9,
KEYCODE_CLEAR = 12,
KEYCODE_RETURN = 13,
KEYCODE_PAUSE = 19,
KEYCODE_ESCAPE = 27,
KEYCODE_SPACE = 32,
KEYCODE_EXCLAIM = 33,
KEYCODE_QUOTEDBL = 34,
KEYCODE_HASH = 35,
KEYCODE_DOLLAR = 36,
KEYCODE_AMPERSAND = 38,
KEYCODE_QUOTE = 39,
KEYCODE_LEFTPAREN = 40,
KEYCODE_RIGHTPAREN = 41,
KEYCODE_ASTERISK = 42,
KEYCODE_PLUS = 43,
KEYCODE_COMMA = 44,
KEYCODE_MINUS = 45,
KEYCODE_PERIOD = 46,
KEYCODE_SLASH = 47,
KEYCODE_0 = 48,
KEYCODE_1 = 49,
KEYCODE_2 = 50,
KEYCODE_3 = 51,
KEYCODE_4 = 52,
KEYCODE_5 = 53,
KEYCODE_6 = 54,
KEYCODE_7 = 55,
KEYCODE_8 = 56,
KEYCODE_9 = 57,
KEYCODE_COLON = 58,
KEYCODE_SEMICOLON = 59,
KEYCODE_LESS = 60,
KEYCODE_EQUALS = 61,
KEYCODE_GREATER = 62,
KEYCODE_QUESTION = 63,
KEYCODE_AT = 64,
KEYCODE_LEFTBRACKET = 91,
KEYCODE_BACKSLASH = 92,
KEYCODE_RIGHTBRACKET= 93,
KEYCODE_CARET = 94,
KEYCODE_UNDERSCORE = 95,
KEYCODE_BACKQUOTE = 96,
KEYCODE_a = 97,
KEYCODE_b = 98,
KEYCODE_c = 99,
KEYCODE_d = 100,
KEYCODE_e = 101,
KEYCODE_f = 102,
KEYCODE_g = 103,
KEYCODE_h = 104,
KEYCODE_i = 105,
KEYCODE_j = 106,
KEYCODE_k = 107,
KEYCODE_l = 108,
KEYCODE_m = 109,
KEYCODE_n = 110,
KEYCODE_o = 111,
KEYCODE_p = 112,
KEYCODE_q = 113,
KEYCODE_r = 114,
KEYCODE_s = 115,
KEYCODE_t = 116,
KEYCODE_u = 117,
KEYCODE_v = 118,
KEYCODE_w = 119,
KEYCODE_x = 120,
KEYCODE_y = 121,
KEYCODE_z = 122,
KEYCODE_DELETE = 127,
// Numeric keypad
KEYCODE_KP0 = 256,
KEYCODE_KP1 = 257,
KEYCODE_KP2 = 258,
KEYCODE_KP3 = 259,
KEYCODE_KP4 = 260,
KEYCODE_KP5 = 261,
KEYCODE_KP6 = 262,
KEYCODE_KP7 = 263,
KEYCODE_KP8 = 264,
KEYCODE_KP9 = 265,
KEYCODE_KP_PERIOD = 266,
KEYCODE_KP_DIVIDE = 267,
KEYCODE_KP_MULTIPLY = 268,
KEYCODE_KP_MINUS = 269,
KEYCODE_KP_PLUS = 270,
KEYCODE_KP_ENTER = 271,
KEYCODE_KP_EQUALS = 272,
// Arrows + Home/End pad
KEYCODE_UP = 273,
KEYCODE_DOWN = 274,
KEYCODE_RIGHT = 275,
KEYCODE_LEFT = 276,
KEYCODE_INSERT = 277,
KEYCODE_HOME = 278,
KEYCODE_END = 279,
KEYCODE_PAGEUP = 280,
KEYCODE_PAGEDOWN = 281,
// Function keys
KEYCODE_F1 = 282,
KEYCODE_F2 = 283,
KEYCODE_F3 = 284,
KEYCODE_F4 = 285,
KEYCODE_F5 = 286,
KEYCODE_F6 = 287,
KEYCODE_F7 = 288,
KEYCODE_F8 = 289,
KEYCODE_F9 = 290,
KEYCODE_F10 = 291,
KEYCODE_F11 = 292,
KEYCODE_F12 = 293,
KEYCODE_F13 = 294,
KEYCODE_F14 = 295,
KEYCODE_F15 = 296,
// Key state modifier keys
KEYCODE_NUMLOCK = 300,
KEYCODE_CAPSLOCK = 301,
KEYCODE_SCROLLOCK = 302,
KEYCODE_RSHIFT = 303,
KEYCODE_LSHIFT = 304,
KEYCODE_RCTRL = 305,
KEYCODE_LCTRL = 306,
KEYCODE_RALT = 307,
KEYCODE_LALT = 308,
KEYCODE_RMETA = 309,
KEYCODE_LMETA = 310,
KEYCODE_LSUPER = 311, // Left "Windows" key
KEYCODE_RSUPER = 312, // Right "Windows" key
KEYCODE_MODE = 313, // "Alt Gr" key
KEYCODE_COMPOSE = 314, // Multi-key compose key
// Miscellaneous function keys
KEYCODE_HELP = 315,
KEYCODE_PRINT = 316,
KEYCODE_SYSREQ = 317,
KEYCODE_BREAK = 318,
KEYCODE_MENU = 319,
KEYCODE_POWER = 320, // Power Macintosh power key
KEYCODE_EURO = 321, // Some european keyboards
KEYCODE_UNDO = 322 // Atari keyboard has Undo
};
/**
* List of certan special and some fake 'ascii' values used in keyboard events.
* The values for the function keys listed here are based on what certain SCUMM
* games expect in their scripts.
* @todo Get rid of the function key values, and instead enforce that engines use
* the keycode value to handle these.
*/
enum {
ASCII_BACKSPACE = 8,
ASCII_TAB = 9,
ASCII_RETURN = 13,
ASCII_ESCAPE = 27,
ASCII_SPACE = 32,
ASCII_F1 = 315,
ASCII_F2 = 316,
ASCII_F3 = 317,
ASCII_F4 = 318,
ASCII_F5 = 319,
ASCII_F6 = 320,
ASCII_F7 = 321,
ASCII_F8 = 322,
ASCII_F9 = 323,
ASCII_F10 = 324,
ASCII_F11 = 325,
ASCII_F12 = 326
};
/**
* Keyboard modifier flags, used for Event::kbd::flags.
*/
enum {
KBD_CTRL = 1 << 0,
KBD_ALT = 1 << 1,
KBD_SHIFT = 1 << 2
};
/**
* Data structure for an event. A pointer to an instance of Event
* can be passed to pollEvent.
* @todo Rework/document this structure. It should be made 100% clear which
* field is valid for which event type.
* Implementation wise, we might want to use the classic
* union-of-structs trick. It goes roughly like this:
* struct BasicEvent {
* EventType type;
* };
* struct MouseMovedEvent : BasicEvent {
* Common::Point pos;
* };
* struct MouseButtonEvent : MouseMovedEvent {
* int button;
* };
* struct KeyEvent : BasicEvent {
* ...
* };
* ...
* union Event {
* EventType type;
* MouseMovedEvent mouse;
* MouseButtonEvent button;
* KeyEvent key;
* ...
* };
*/
struct Event {
/** The type of the event. */
EventType type;
/** Flag to indicate if the event is real or synthetic. E.g. keyboard
* repeat events are synthetic.
*/
bool synthetic;
/**
* Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
* EVENT_KEYUP). For all other event types, content is undefined.
*/
struct {
/**
* Abstract key code (will be the same for any given key regardless
* of modifiers being held at the same time.
* For example, this is the same for both 'A' and Shift-'A'.
* @todo Document which values are to be used for non-ASCII keys
* like F1-F10. For now, let's just say that our primary backend
* is the SDL one, and it uses the values SDL uses... so until
* we fix this, your best bet is to get a copy of SDL_keysym.h
* and look at that, if you want to find out a key code.
*/
KeyCode keycode;
/**
* ASCII-value of the pressed key (if any).
* This depends on modifiers, i.e. pressing the 'A' key results in
* different values here depending on the status of shift, alt and
* caps lock.
*/
uint16 ascii;
/**
* Status of the modifier keys. Bits are set in this for each
* pressed modifier
* @see KBD_CTRL, KBD_ALT, KBD_SHIFT
*/
byte flags;
} kbd;
/**
* The mouse coordinates, in virtual screen coordinates. Only valid
* for mouse events.
* Virtual screen coordinates means: the coordinate system of the
* screen area as defined by the most recent call to initSize().
*/
Common::Point mouse;
};
/**
* The EventManager provides user input events to the client code.
* In addition, it keeps track of the state of various input devices,
* like keys, mouse position and buttons.
*/
class EventManager : NonCopyable {
public:
EventManager() {}
virtual ~EventManager() {}
enum {
LBUTTON = 1 << 0,
RBUTTON = 1 << 1
};
/**
* Get the next event in the event queue.
* @param event point to an Event struct, which will be filled with the event data.
* @return true if an event was retrieved.
*/
virtual bool pollEvent(Common::Event &event) = 0;
/** Return the current key state */
virtual Common::Point getMousePos() const = 0;
/**
* Return a bitmask with the button states:
* - bit 0: left button up=1, down=0
* - bit 1: right button up=1, down=0
*/
virtual int getButtonState() const = 0;
/** Get a bitmask with the current modifier state */
virtual int getModifierState() const = 0;
/**
* Should the application terminate? Set to true if we
* received an EVENT_QUIT.
*/
virtual int shouldQuit() const = 0;
// Optional: check whether a given key is currently pressed ????
//virtual bool isKeyPressed(int keycode) = 0;
// TODO: Keyboard repeat support?
// TODO: Consider removing OSystem::getScreenChangeID and
// replacing it by a generic getScreenChangeID method here
};
} // End of namespace Common
#endif