scummvm/engines/mads/events.h
2016-01-10 06:10:03 +11:00

186 lines
3.8 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 MADS_EVENTS_H
#define MADS_EVENTS_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/stack.h"
#include "mads/assets.h"
#include "mads/sprites.h"
namespace MADS {
enum CursorType { CURSOR_NONE = 0, CURSOR_ARROW = 1, CURSOR_WAIT = 2, CURSOR_GO_DOWN = 3,
CURSOR_GO_UP = 4, CURSOR_GO_LEFT = 5, CURSOR_GO_RIGHT = 6 };
#define GAME_FRAME_RATE 50
#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
class MADSEngine;
class EventTarget {
public:
virtual ~EventTarget() {}
virtual bool onEvent(Common::Event &event) { return false; }
};
class EventsManager {
private:
MADSEngine *_vm;
uint32 _frameCounter;
uint32 _priorFrameTime;
Common::Point _mousePos;
Common::Point _currentPos;
EventTarget *_eventTarget;
/**
* Updates the cursor image when the current cursor changes
*/
void changeCursor();
public:
SpriteAsset *_cursorSprites;
CursorType _cursorId;
CursorType _newCursorId;
bool _mouseClicked;
bool _mouseReleased;
byte _mouseButtons;
bool _rightMousePressed;
int _mouseStatus;
int _strokeGoing;
int _mouseStatusCopy;
bool _mouseMoved;
Common::Stack<Common::KeyState> _pendingKeys;
public:
/**
* Constructor
*/
EventsManager(MADSEngine *vm);
/**
* Destructor
*/
~EventsManager();
/**
* Loads the sprite set containing the cursors
*/
void loadCursors(const Common::String &spritesName);
/**
* Sets the cursor
*/
void setCursor(CursorType cursorId);
/**
* Sets the cursor
*/
void setCursor2(CursorType cursorId);
/**
* Show the mouse cursor
*/
void showCursor();
/**
* Hide the mouse cursor
*/
void hideCursor();
/**
* Returns if the mouse cursor is visible
*/
bool isCursorVisible();
/**
* Shows the wait cursor
*/
void waitCursor();
/**
* Free currently loaded cursors
*/
void freeCursors();
/**
* Poll any pending events
*/
void pollEvents();
/**
* Sets an event handler other than the events manager
*/
void setEventTarget(EventTarget *target) { _eventTarget = target; }
/**
* Return the current mouse position
*/
Common::Point mousePos() const { return _mousePos; }
/**
* Return the current mouse position
*/
Common::Point currentPos() const { return _currentPos; }
/**
* Delay for a given number of frames
*/
void delay(int amount);
/**
* Wait for the next frame
*/
void waitForNextFrame();
/**
* Checks for whether the next game frame number has been reached.
*/
bool checkForNextFrameCounter();
/**
* Gets the current frame counter
*/
uint32 getFrameCounter() const { return _frameCounter; }
void initVars();
/**
* Clears all currently pending keypresses
*/
void clearEvents();
/**
* Returns true if there's any pending keys to be processed
*/
bool isKeyPressed() const { return !_pendingKeys.empty(); }
/**
* Gets the next pending keypress
*/
Common::KeyState getKey() { return _pendingKeys.pop(); }
};
} // End of namespace MADS
#endif /* MADS_EVENTS_H */