scummvm/common/events.h
Bastien Bouclet 85e3fb38fb SDL: Change keyboard repeat to apply on unmapped events
The keyboard repeat event generator is used when building against SDL1.
Previously the repeat events would generate based on the event stream
produced by the keymapper which is not guaranteed to have matching up
and down events in the case the keymaps are changed while a key is
pressed.

Fixes #11417.
2020-04-12 11:11:00 +02:00

550 lines
14 KiB
C++

/* 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.
*
*/
#ifndef COMMON_EVENTS_H
#define COMMON_EVENTS_H
#include "common/keyboard.h"
#include "common/queue.h"
#include "common/rect.h"
#include "common/noncopyable.h"
#include "common/list.h"
#include "common/singleton.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_MUTE = 17,
EVENT_QUIT = 10,
EVENT_SCREEN_CHANGED = 11,
/** The input devices have changed, input related configuration needs to be re-applied */
EVENT_INPUT_CHANGED = 35,
/**
* 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,
EVENT_CUSTOM_BACKEND_ACTION_START = 18,
EVENT_CUSTOM_BACKEND_ACTION_END = 19,
EVENT_CUSTOM_BACKEND_ACTION_AXIS = 34,
EVENT_CUSTOM_ENGINE_ACTION_START = 20,
EVENT_CUSTOM_ENGINE_ACTION_END = 21,
#ifdef ENABLE_VKEYBD
EVENT_VIRTUAL_KEYBOARD = 22,
#endif
EVENT_DROP_FILE = 23,
EVENT_JOYAXIS_MOTION = 24,
EVENT_JOYBUTTON_DOWN = 25,
EVENT_JOYBUTTON_UP = 26,
EVENT_CLIPBOARD_UPDATE = 27,
EVENT_CUSTOM_BACKEND_HARDWARE = 28,
EVENT_DEBUGGER = 29,
/**
* Additional mouse events, details in Event::mouse.
*
* Note that X1 and X2 are usually back and forward, however
* this can't be guaranteed on all platforms.
*/
EVENT_X1BUTTONDOWN = 30,
EVENT_X1BUTTONUP = 31,
EVENT_X2BUTTONDOWN = 32,
EVENT_X2BUTTONUP = 33
};
const int16 JOYAXIS_MIN = -32768;
const int16 JOYAXIS_MAX = 32767;
/**
* Data structure for joystick events
*/
struct JoystickState {
/** The axis for EVENT_JOYAXIS_MOTION events */
byte axis;
/** The new axis position for EVENT_JOYAXIS_MOTION events */
int16 position;
/**
* The button index for EVENT_JOYBUTTON_DOWN/UP events
*
* Some of the button indices match well-known game controller
* buttons. See JoystickButton.
*/
uint8 button;
JoystickState() : axis(0), position(0), button(0) {}
};
/**
* The list of named buttons available from a joystick
*/
enum JoystickButton {
JOYSTICK_BUTTON_A,
JOYSTICK_BUTTON_B,
JOYSTICK_BUTTON_X,
JOYSTICK_BUTTON_Y,
JOYSTICK_BUTTON_BACK,
JOYSTICK_BUTTON_GUIDE,
JOYSTICK_BUTTON_START,
JOYSTICK_BUTTON_LEFT_STICK,
JOYSTICK_BUTTON_RIGHT_STICK,
JOYSTICK_BUTTON_LEFT_SHOULDER,
JOYSTICK_BUTTON_RIGHT_SHOULDER,
JOYSTICK_BUTTON_DPAD_UP,
JOYSTICK_BUTTON_DPAD_DOWN,
JOYSTICK_BUTTON_DPAD_LEFT,
JOYSTICK_BUTTON_DPAD_RIGHT
};
/**
* The list of named axes available from a joystick
*/
enum JoystickAxis {
JOYSTICK_AXIS_LEFT_STICK_X,
JOYSTICK_AXIS_LEFT_STICK_Y,
JOYSTICK_AXIS_RIGHT_STICK_X,
JOYSTICK_AXIS_RIGHT_STICK_Y,
JOYSTICK_AXIS_LEFT_TRIGGER,
JOYSTICK_AXIS_RIGHT_TRIGGER
};
/**
* The list named buttons available from a mouse
*/
enum MouseButton {
MOUSE_BUTTON_LEFT = 0,
MOUSE_BUTTON_RIGHT = 1,
MOUSE_BUTTON_MIDDLE = 2,
MOUSE_WHEEL_UP = 3,
MOUSE_WHEEL_DOWN = 4,
MOUSE_BUTTON_X1 = 5,
MOUSE_BUTTON_X2 = 6
};
typedef uint32 CustomEventType;
/**
* Data structure for an event. A pointer to an instance of Event
* can be passed to pollEvent.
*/
struct Event {
/** The type of the event. */
EventType type;
/**
* True if this is a key down repeat event.
*
* Only valid for EVENT_KEYDOWN events.
*/
bool kbdRepeat;
/**
* 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().
*/
Point mouse;
CustomEventType customType;
/* The path of the file or directory dragged to the ScummVM window */
Common::String path;
/**
* Joystick data; only valid for joystick events (EVENT_JOYAXIS_MOTION,
* EVENT_JOYBUTTON_DOWN and EVENT_JOYBUTTON_UP).
*/
JoystickState joystick;
Event() : type(EVENT_INVALID), kbdRepeat(false), customType(0) {
}
};
/**
* Determinates whether an event is a mouse event
*
* Mouse events have valid mouse coordinates
*/
bool isMouseEvent(const Event &event);
/**
* A source of Events.
*
* An example for this is OSystem, it provides events created by the system
* and or user.
*/
class EventSource {
public:
virtual ~EventSource();
/**
* Queries a event from the source.
*
* @param event a reference to the event struct, where the event should be stored.
* @return true if an event was polled, false otherwise.
*/
virtual bool pollEvent(Event &event) = 0;
/**
* Checks whether events from this source are allowed to be mapped.
*
* Possible event sources not allowing mapping are: the event recorder/player and/or
* the EventManager, which allows user events to be pushed.
*
* By default we allow mapping for every event source.
*/
virtual bool allowMapping() const { return true; }
};
/**
* An artificial event source. This is class is used as an event source, which is
* made up by client specific events.
*
* Example usage cases for this are the Keymapper or the DefaultEventManager.
*/
class ArtificialEventSource : public EventSource {
protected:
Queue<Event> _artificialEventQueue;
public:
void addEvent(const Event &ev) {
_artificialEventQueue.push(ev);
}
bool pollEvent(Event &ev) {
if (!_artificialEventQueue.empty()) {
ev = _artificialEventQueue.pop();
return true;
} else {
return false;
}
}
/**
* By default an artificial event source prevents its events
* from being mapped.
*/
virtual bool allowMapping() const { return false; }
};
/**
* Object which catches and processes Events.
*
* An example for this is the Engine object, it is catching events and processing them.
*/
class EventObserver {
public:
virtual ~EventObserver();
/**
* Notifies the observer of an incoming event.
*
* An observer is supposed to eat the event, with returning true, when
* it wants to prevent other observers from receiving the event.
* A usage example here is the keymapper:
* If it processes an Event, it should 'eat' it and create a new
* event, which the EventDispatcher will then catch.
*
* @param event the event, which is incoming.
* @return true if the event should not be passed to other observers,
* false otherwise.
*/
virtual bool notifyEvent(const Event &event) = 0;
/**
* Notifies the observer of pollEvent() query.
*/
virtual void notifyPoll() { }
};
/**
* A event mapper, which will map events to others.
*
* An example for this is the Keymapper.
*/
class EventMapper {
public:
virtual ~EventMapper();
/**
* Map an incoming event to one or more action events
*/
virtual List<Event> mapEvent(const Event &ev) = 0;
};
/**
* Dispatches events from various sources to various observers.
*
* EventDispatcher is using a priority based approach. Observers
* with higher priority will be notified before observers with
* lower priority. Because of the possibility that oberservers
* might 'eat' events, not all observers might be notified.
*
* Another speciality is the support for a event mapper, which
* will catch events and create new events out of them. This
* mapper will be processed before an event is sent to the
* observers.
*/
class EventDispatcher {
public:
EventDispatcher();
~EventDispatcher();
/**
* Tries to catch events from the registered event
* sources and dispatch them to the observers.
*
* This dispatches *all* events the sources offer.
*/
void dispatch();
/**
* Clear all events currently in the event queue.
* The cleared events are not dispatched and are simply discarded.
*/
void clearEvents();
/**
* Registers an event mapper with the dispatcher.
*/
void registerMapper(EventMapper *mapper);
/**
* Registers a new EventSource with the Dispatcher.
*/
void registerSource(EventSource *source, bool autoFree);
/**
* Unregisters a EventSource.
*
* This takes the "autoFree" flag passed to registerSource into account.
*/
void unregisterSource(EventSource *source);
/**
* Registers a new EventObserver with the Dispatcher.
*
* @param listenPolls if set, then all pollEvent() calls are passed to observer
* currently it is used by keyMapper
*/
void registerObserver(EventObserver *obs, uint priority, bool autoFree, bool listenPolls = false);
/**
* Unregisters a EventObserver.
*
* This takes the "autoFree" flag passed to registerObserver into account.
*/
void unregisterObserver(EventObserver *obs);
private:
EventMapper *_mapper;
struct Entry {
bool autoFree;
};
struct SourceEntry : public Entry {
EventSource *source;
};
List<SourceEntry> _sources;
struct ObserverEntry : public Entry {
uint priority;
EventObserver *observer;
bool poll;
};
List<ObserverEntry> _observers;
void dispatchEvent(const Event &event);
void dispatchPoll();
};
class Keymap;
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:
virtual ~EventManager();
enum {
LBUTTON = 1 << MOUSE_BUTTON_LEFT,
RBUTTON = 1 << MOUSE_BUTTON_RIGHT
};
/**
* Initialize 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(Event &event) = 0;
/**
* Pushes a "fake" event into the event queue
*/
virtual void pushEvent(const Event &event) = 0;
/**
* Purges all unprocessed mouse events already in the event queue.
*/
virtual void purgeMouseEvents() = 0;
/** Return the current mouse position */
virtual Point getMousePos() const = 0;
/**
* Return a bitmask with the button states:
* - bit 0: left button up=0, down=1
* - bit 1: right button up=0, down=1
*/
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;
/**
* Reset the "return to launcher" flag (as returned shouldRTL()) to false.
* Used when we have returned to the launcher.
*/
virtual void resetRTL() = 0;
#ifdef FORCE_RTL
virtual void resetQuit() = 0;
#endif
// 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
virtual Keymapper *getKeymapper() = 0;
virtual Keymap *getGlobalKeymap() = 0;
enum {
/**
* Priority of the event manager, for now it's lowest since it eats
* *all* events, we might to change that in the future though.
*/
kEventManPriority = 0,
/**
* Priority of the event recorder. It has to go after event manager
* in order to record events generated by it
*/
kEventRecorderPriority = 1,
/**
* Priority of the remap dialog. It has to go first to capture all
* the events before they are consumed by other observers.
*/
kEventRemapperPriority = 999
};
/**
* Returns the underlying EventDispatcher.
*/
EventDispatcher *getEventDispatcher() { return &_dispatcher; }
protected:
EventDispatcher _dispatcher;
};
/**
* Wrap an event source so the key down events are repeated while
* keys are held down.
*
* Does not take ownership of the wrapped EventSource.
*/
EventSource *makeKeyboardRepeatingEventSource(EventSource *eventSource);
} // End of namespace Common
#endif