scummvm/engines/tony/input.h
Paul Gilbert 073e46503c TONY: Properly implement game saving and loading.
Saving isn't enabled in the demo, so for testing purposes I'm currently dissbling the ADGF_DEMO flag in the detection tables so saving is enabled.
2012-05-12 21:54:37 +10:00

107 lines
4.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
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/**************************************************************************
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* #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
* ^*$b 4$$$$$$$$$F .d$*" *
* ^$$. 4$$$$$$$$$F .$P" Module: Input.CPP............ *
* *$. '$$$$$$$$$ 4$P 4 *
* J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
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**************************************************************************/
#ifndef TONY_INPUT_H
#define TONY_INPUT_H
#include "common/events.h"
#include "tony/utils.h"
namespace Tony {
class RMInput {
private:
Common::Event _event;
// Mouse related fields
RMPoint _mousePos;
bool _clampMouse;
bool _leftButton, _rightButton;
bool _leftClickMouse, _leftReleaseMouse, _rightClickMouse, _rightReleaseMouse;
// Keyboard related fields
bool _keyDown[350];
private:
// Deinizializza DirectInput
void DIClose(void);
public:
RMInput();
~RMInput();
// Class initialisation
void Init(/*uint32 hInst*/);
// Closes the class
void Close(void);
// Polling (must be performed once per frame)
void Poll(void);
// Reading of the mouse
RMPoint MousePos() { return _mousePos; }
// Current status of the mouse buttons
bool MouseLeft();
bool MouseRight();
// Events of mouse clicks
bool MouseLeftClicked() { return _leftClickMouse; }
bool MouseRightClicked() { return _rightClickMouse; }
bool MouseBothClicked() { return _leftClickMouse && _rightClickMouse; }
bool MouseLeftReleased() { return _leftReleaseMouse; }
bool MouseRightReleased() { return _rightReleaseMouse; }
bool MouseBothReleased() { return _leftReleaseMouse && _rightReleaseMouse; }
// Returns true if the given key is pressed
bool GetAsyncKeyState(Common::KeyCode kc);
};
} // End of namespace Tony
#endif