mirror of
https://github.com/libretro/scummvm.git
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806ac51e45
svn-id: r30068
181 lines
5.2 KiB
C++
181 lines
5.2 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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* $URL$
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* $Id$
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*
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*/
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#ifndef COMMON_EVENTS_H
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#define COMMON_EVENTS_H
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#include "common/keyboard.h"
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#include "common/rect.h"
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#include "common/system.h"
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#include "common/noncopyable.h"
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namespace Common {
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/**
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* The types of events backends may generate.
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* @see Event
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*
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* @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
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* likewise EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
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* To do that, we just have to add a field to the Event which
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* indicates which button was pressed.
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*/
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enum EventType {
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/** A key was pressed, details in Event::kbd. */
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EVENT_KEYDOWN = 1,
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/** A key was released, details in Event::kbd. */
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EVENT_KEYUP = 2,
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/** The mouse moved, details in Event::mouse. */
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EVENT_MOUSEMOVE = 3,
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EVENT_LBUTTONDOWN = 4,
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EVENT_LBUTTONUP = 5,
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EVENT_RBUTTONDOWN = 6,
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EVENT_RBUTTONUP = 7,
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EVENT_WHEELUP = 8,
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EVENT_WHEELDOWN = 9,
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EVENT_MBUTTONDOWN = 13,
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EVENT_MBUTTONUP = 14,
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EVENT_QUIT = 10,
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EVENT_SCREEN_CHANGED = 11,
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/**
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* The backend requests the agi engine's predictive dialog to be shown.
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* TODO: Fingolfin suggests that it would be of better value to expand
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* on this notion by generalizing its use. For example the backend could
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* use events to ask for the save game dialog or to pause the engine.
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* An associated enumerated type can accomplish this.
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**/
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EVENT_PREDICTIVE_DIALOG = 12
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};
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/**
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* Data structure for an event. A pointer to an instance of Event
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* can be passed to pollEvent.
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* @todo Rework/document this structure. It should be made 100% clear which
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* field is valid for which event type.
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* Implementation wise, we might want to use the classic
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* union-of-structs trick. It goes roughly like this:
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* struct BasicEvent {
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* EventType type;
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* };
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* struct MouseMovedEvent : BasicEvent {
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* Common::Point pos;
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* };
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* struct MouseButtonEvent : MouseMovedEvent {
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* int button;
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* };
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* struct KeyEvent : BasicEvent {
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* ...
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* };
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* ...
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* union Event {
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* EventType type;
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* MouseMovedEvent mouse;
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* MouseButtonEvent button;
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* KeyEvent key;
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* ...
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* };
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*/
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struct Event {
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/** The type of the event. */
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EventType type;
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/** Flag to indicate if the event is real or synthetic. E.g. keyboard
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* repeat events are synthetic.
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*/
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bool synthetic;
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/**
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* Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
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* EVENT_KEYUP). For all other event types, content is undefined.
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*/
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KeyState kbd;
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/**
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* The mouse coordinates, in virtual screen coordinates. Only valid
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* for mouse events.
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* Virtual screen coordinates means: the coordinate system of the
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* screen area as defined by the most recent call to initSize().
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*/
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Common::Point mouse;
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};
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/**
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* The EventManager provides user input events to the client code.
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* In addition, it keeps track of the state of various input devices,
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* like keys, mouse position and buttons.
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*/
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class EventManager : NonCopyable {
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public:
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EventManager() {}
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virtual ~EventManager() {}
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enum {
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LBUTTON = 1 << 0,
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RBUTTON = 1 << 1
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};
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/**
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* Get the next event in the event queue.
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* @param event point to an Event struct, which will be filled with the event data.
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* @return true if an event was retrieved.
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*/
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virtual bool pollEvent(Common::Event &event) = 0;
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/** Register random source so it can be serialized in game test purposes **/
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virtual void registerRandomSource(Common::RandomSource &rnd, const char *name) = 0;
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virtual void processMillis(uint32 &millis) = 0;
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/** Return the current key state */
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virtual Common::Point getMousePos() const = 0;
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/**
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* Return a bitmask with the button states:
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* - bit 0: left button up=1, down=0
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* - bit 1: right button up=1, down=0
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*/
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virtual int getButtonState() const = 0;
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/** Get a bitmask with the current modifier state */
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virtual int getModifierState() const = 0;
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/**
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* Should the application terminate? Set to true if we
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* received an EVENT_QUIT.
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*/
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virtual int shouldQuit() const = 0;
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// Optional: check whether a given key is currently pressed ????
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//virtual bool isKeyPressed(int keycode) = 0;
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// TODO: Keyboard repeat support?
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// TODO: Consider removing OSystem::getScreenChangeID and
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// replacing it by a generic getScreenChangeID method here
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};
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} // End of namespace Common
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#endif
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