mirror of
https://github.com/libretro/scummvm.git
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eb89240370
This should correctly handle re-enabling the cursor when restoring savegames.
107 lines
3.5 KiB
C++
107 lines
3.5 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TSAGE_EVENTS_H
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#define TSAGE_EVENTS_H
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#include "common/events.h"
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#include "common/array.h"
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#include "common/str.h"
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#include "graphics/surface.h"
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#include "tsage/saveload.h"
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namespace tSage {
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enum EventType {EVENT_NONE = 0, EVENT_BUTTON_DOWN = 1, EVENT_BUTTON_UP = 2, EVENT_KEYPRESS = 4,
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EVENT_MOUSE_MOVE = 8};
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enum ButtonShiftFlags {BTNSHIFT_LEFT = 0, BTNSHIFT_RIGHT = 3, BTNSHIFT_MIDDLE = 4};
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// Intrinisc game delay between execution frames. This runs at 60Hz
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#define GAME_FRAME_TIME (1000 / 60)
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class GfxManager;
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class Event {
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public:
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EventType eventType;
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Common::Point mousePos;
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int btnState;
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Common::KeyState kbd;
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int ctr;
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GfxManager *gfxMan;
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bool handled;
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};
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enum CursorType {
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OBJECT_STUNNER = 0, OBJECT_SCANNER = 1, OBJECT_STASIS_BOX = 2,
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OBJECT_INFODISK = 3, OBJECT_STASIS_NEGATOR = 4, OBJECT_KEY_DEVICE = 5, OBJECT_MEDKIT = 6,
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OBJECT_LADDER = 7, OBJECT_ROPE = 8, OBJECT_KEY = 9, OBJECT_TRANSLATOR = 10, OBJECT_ALE = 11,
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OBJECT_PAPER = 12, OBJECT_WALDOS = 13, OBJECT_STASIS_BOX2 = 14, OBJECT_RING = 15,
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OBJECT_CLOAK = 16, OBJECT_TUNIC = 17, OBJECT_CANDLE = 18, OBJECT_STRAW = 19, OBJECT_SCIMITAR = 20,
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OBJECT_SWORD = 21, OBJECT_HELMET = 22, OBJECT_ITEMS = 23, OBJECT_CONCENTRATOR = 24,
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OBJECT_NULLIFIER = 25, OBJECT_PEG = 26, OBJECT_VIAL = 27, OBJECT_JACKET = 28,
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OBJECT_TUNIC2 = 29, OBJECT_BONE = 30, OBJECT_EMPTY_JAR = 31, OBJECT_JAR = 32,
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CURSOR_WALK = 0x100, CURSOR_LOOK = 0x200, CURSOR_700 = 700, CURSOR_USE = 0x400, CURSOR_TALK = 0x800,
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CURSOR_NONE = -1, CURSOR_CROSSHAIRS = -2, CURSOR_ARROW = -3
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};
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class EventsClass : public SaveListener {
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private:
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Common::Event _event;
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uint32 _frameNumber;
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uint32 _prevDelayFrame;
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uint32 _priorFrameTime;
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public:
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EventsClass();
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Common::Point _mousePos;
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CursorType _currentCursor;
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CursorType _lastCursor;
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void setCursor(CursorType cursorType);
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void pushCursor(CursorType cursorType);
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void popCursor();
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void setCursor(Graphics::Surface &cursor, int transColor, const Common::Point &hotspot, CursorType cursorId);
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void setCursorFromFlag();
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CursorType getCursor() const { return _currentCursor; }
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void showCursor();
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void hideCursor();
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bool isCursorVisible() const;
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bool pollEvent();
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void waitForPress(int eventMask = EVENT_BUTTON_DOWN | EVENT_KEYPRESS);
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bool getEvent(Event &evt, int eventMask = ~EVENT_MOUSE_MOVE);
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Common::Event event() { return _event; }
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Common::EventType type() { return _event.type; }
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uint32 getFrameNumber() const { return _frameNumber; }
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void delay(int numFrames);
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virtual void listenerSynchronize(Serializer &s);
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};
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} // End of namespace tSage
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#endif
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