scummvm/engines/access/events.h

158 lines
3.3 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 ACCESS_EVENTS_H
#define ACCESS_EVENTS_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/stack.h"
namespace Access {
enum CursorType {
CURSOR_NONE = -1,
CURSOR_ARROW = 0, CURSOR_CROSSHAIRS, CURSOR_2, CURSOR_3, CURSOR_LOOK,
CURSOR_USE, CURSOR_TAKE, CURSOR_CLIMB, CURSOR_TALK, CURSOR_HELP,
CURSOR_INVENTORY = 99
};
#define GAME_FRAME_RATE 100
#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
#define GAME_TIMER_TIME 15
class AccessEngine;
class EventsManager {
private:
AccessEngine *_vm;
uint32 _frameCounter;
uint32 _priorFrameTime;
uint32 _priorTimerTime;
Common::KeyCode _keyCode;
Graphics::Surface _invCursor;
bool checkForNextFrameCounter();
bool checkForNextTimerUpdate();
void nextFrame();
void nextTimer();
void keyControl(Common::KeyCode keycode, bool isKeyDown);
public:
CursorType _cursorId;
CursorType _normalMouse;
bool _leftButton, _rightButton;
bool _middleButton;
bool _wheelUp, _wheelDown;
Common::Point _mousePos;
int _mouseCol, _mouseRow;
bool _cursorExitFlag;
int _vbCount;
public:
/**
* Constructor
*/
EventsManager(AccessEngine *vm);
/**
* Destructor
*/
~EventsManager();
/**
* Return frame counter
*/
uint32 getFrameCounter() { return _frameCounter; }
/**
* Sets the cursor and reset the normal cursor
*/
void forceSetCursor(CursorType cursorId);
/**
* Sets the normal cursor
*/
void setNormalCursor(CursorType cursorId);
/**
* Sets the cursor
*/
void setCursor(CursorType cursorId);
/**
* Set the image for the inventory cursor
*/
void setCursorData(Graphics::Surface *src, const Common::Rect &r);
/**
* Return the current cursor Id
*/
CursorType getCursor() const { return _cursorId; }
/**
* Show the mouse cursor
*/
void showCursor();
/**
* Hide the mouse cursor
*/
void hideCursor();
/**
* Returns if the mouse cursor is visible
*/
bool isCursorVisible();
void pollEvents(bool skipTimers = false);
void pollEventsAndWait();
void zeroKeys();
bool getKey(Common::KeyState &key);
bool isKeyPending() const;
void delay(int time = 5);
void debounceLeft();
void clearEvents();
void waitKeyMouse();
Common::Point &getMousePos() { return _mousePos; }
Common::Point calcRawMouse();
int checkMouseBox1(Common::Array<Common::Rect> &rects);
bool isKeyMousePressed();
void centerMousePos();
void restrictMouse();
};
} // End of namespace Access
#endif /* ACCESS_EVENTS_H */