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/keyboard.h"
#include "common/queue.h"
#include "common/rect.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 {
EVENT_INVALID = 0,
/** 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_MBUTTONDOWN = 13,
EVENT_MBUTTONUP = 14,
EVENT_MAINMENU = 15,
EVENT_RTL = 16,
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
};
/**
* 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.
*/
KeyState 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;
Event() : type(EVENT_INVALID), synthetic(false) {}
};
class Keymapper;
/**
* 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
};
/**
* Initialise the event manager.
* @note called after graphics system has been set up
*/
virtual void init() {}
/**
* 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;
/**
* Pushes a "fake" event into the event queue
*/
virtual void pushEvent(const Common::Event &event) = 0;
/** Register random source so it can be serialized in game test purposes **/
virtual void registerRandomSource(Common::RandomSource &rnd, const char *name) = 0;
virtual void processMillis(uint32 &millis) = 0;
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/** Return the current mouse position */
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;
/**
* Should we return to the launcher?
*/
virtual int shouldRTL() const = 0;
/**
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* Reset the "return to launcher" flag (as returned shouldRTL()) to false.
* Used when we have returned to the launcher.
*/
virtual void resetRTL() = 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
#ifdef ENABLE_KEYMAPPER
virtual Common::Keymapper *getKeymapper() = 0;
#endif
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protected:
Common::Queue<Common::Event> artificialEventQueue;
};
} // End of namespace Common
#endif