scummvm/engines/parallaction/input.h
Nicola Mettifogo 4936e5f7df * Moved end intro and end game sequences code to gui.
* Rewrote all gui code to be run inside the main loop
* Added code to avoid crashes when a scene with no standard background is drawn

svn-id: r33260
2008-07-24 09:24:32 +00:00

127 lines
2.9 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.
*
* $URL$
* $Id$
*
*/
#ifndef PARALLACTION_INPUT_H
#define PARALLACTION_INPUT_H
#include "common/keyboard.h"
#include "parallaction/objects.h"
#include "parallaction/inventory.h"
namespace Parallaction {
enum {
kMouseNone = 0,
kMouseLeftUp = 1,
kMouseLeftDown = 2,
kMouseRightUp = 4,
kMouseRightDown = 8
};
struct InputData {
uint16 _event;
Common::Point _mousePos;
int16 _inventoryIndex;
ZonePtr _zone;
uint _label;
};
class Input {
void updateGameInput();
// input-only
InputData _inputData;
bool _hasKeyPressEvent;
Common::KeyState _keyPressed;
bool _hasDelayedAction; // actived when the character needs to move before taking an action
ZonePtr _delayedActionZone;
int16 _transCurrentHoverItem;
InputData *translateInput();
bool translateGameInput();
bool updateInventoryInput();
void takeAction(ZonePtr z);
void walkTo(const Common::Point &dest);
Parallaction *_vm;
Common::Point _mousePos;
uint16 _mouseButtons;
bool _mouseHidden;
ZonePtr _hoverZone;
void enterInventoryMode();
void exitInventoryMode();
public:
enum {
kInputModeGame = 0,
kInputModeComment = 1,
kInputModeDialogue = 2,
kInputModeInventory = 3,
kInputModeMenu = 4
};
Input(Parallaction *vm) : _vm(vm) {
_transCurrentHoverItem = 0;
_hasDelayedAction = false; // actived when the character needs to move before taking an action
_mouseHidden = false;
_activeItem._index = 0;
_activeItem._id = 0;
_mouseButtons = 0;
_delayedActionZone = nullZonePtr;
}
virtual ~Input() { }
void showCursor(bool visible);
void getCursorPos(Common::Point& p) {
p = _mousePos;
}
int _inputMode;
InventoryItem _activeItem;
void readInput();
InputData* updateInput();
void trackMouse(ZonePtr z);
void waitForButtonEvent(uint32 buttonEventMask, int32 timeout = -1);
uint32 getLastButtonEvent() { return _mouseButtons; }
bool getLastKeyDown(uint16 &ascii);
void stopHovering();
};
} // namespace Parallaction
#endif