scummvm/backends/platform/tizen/form.h
2014-02-18 02:39:39 +01:00

121 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 TIZEN_FORM_H
#define TIZEN_FORM_H
#include <FApp.h>
#include <FUi.h>
#include <FSystem.h>
#include <FBase.h>
#include <FUiITouchEventListener.h>
#include <FUiITextEventListener.h>
#include <FUiCtrlIFormBackEventListener.h>
#include <FUiCtrlIFormMenuEventListener.h>
#include "config.h"
#include "common/scummsys.h"
#include "common/events.h"
#include "common/queue.h"
#include "common/mutex.h"
#include "engines/engine.h"
using namespace Tizen::Ui;
using namespace Tizen::Graphics;
using namespace Tizen::Base::Runtime;
using namespace Tizen::Ui::Controls;
//
// TizenAppForm
//
class TizenAppForm :
public Controls::Form,
public IRunnable,
public IOrientationEventListener,
public ITouchEventListener,
public IFormBackEventListener,
public IFormMenuEventListener {
public:
TizenAppForm();
virtual ~TizenAppForm();
result Construct();
bool pollEvent(Common::Event &event);
bool isClosing() { return _state == kClosingState; }
bool isStarting() { return _state == kInitState; }
void pushKey(Common::KeyCode keycode);
void exitSystem();
void showKeypad();
private:
Tizen::Base::Object *Run();
result OnInitializing(void);
result OnDraw(void);
void OnOrientationChanged(const Control &source,
OrientationStatus orientationStatus);
void OnTouchDoublePressed(const Control &source,
const Point &currentPosition,
const TouchEventInfo &touchInfo);
void OnTouchFocusIn(const Control &source,
const Point &currentPosition,
const TouchEventInfo &touchInfo);
void OnTouchFocusOut(const Control &source,
const Point &currentPosition,
const TouchEventInfo &touchInfo);
void OnTouchLongPressed(const Control &source,
const Point &currentPosition,
const TouchEventInfo &touchInfo);
void OnTouchMoved(const Control &source,
const Point &currentPosition,
const TouchEventInfo &touchInfo);
void OnTouchPressed(const Control &source,
const Point &currentPosition,
const TouchEventInfo &touchInfo);
void OnTouchReleased(const Control &source,
const Point &currentPosition,
const TouchEventInfo &touchInfo);
void OnFormBackRequested(Form &source);
void OnFormMenuRequested(Form &source);
void pushEvent(Common::EventType type, const Point &currentPosition);
void terminate();
void setButtonShortcut();
void setMessage(const char *message);
void setShortcut();
void invokeShortcut();
int getTouchCount();
bool gameActive() { return _state == kActiveState && g_engine != NULL && !g_engine->isPaused(); }
// event handling
bool _gestureMode;
const char *_osdMessage;
Tizen::Base::Runtime::Thread *_gameThread;
Tizen::Base::Runtime::Mutex *_eventQueueLock;
Common::Queue<Common::Event> _eventQueue;
enum { kInitState, kActiveState, kClosingState, kDoneState, kErrorState } _state;
enum { kLeftButton, kRightButtonOnce, kRightButton, kMoveOnly } _buttonState;
enum { kControlMouse, kEscapeKey, kGameMenu, kShowKeypad } _shortcut;
};
#endif