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https://github.com/libretro/scummvm.git
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388 lines
10 KiB
C++
388 lines
10 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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*/
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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/queue.h"
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#include "common/rect.h"
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#include "common/noncopyable.h"
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#include "common/list.h"
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#include "common/singleton.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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EVENT_INVALID = 0,
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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_MAINMENU = 15,
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EVENT_RTL = 16,
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EVENT_MUTE = 17,
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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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*/
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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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Point mouse;
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Event() : type(EVENT_INVALID), synthetic(false) {}
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};
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/**
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* A source of Events.
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*
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* An example for this is OSystem, it provides events created by the system
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* and or user.
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*/
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class EventSource {
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public:
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virtual ~EventSource() {}
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/**
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* Queries a event from the source.
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*
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* @param event a reference to the event struct, where the event should be stored.
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* @return true if an event was polled, false otherwise.
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*/
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virtual bool pollEvent(Event &event) = 0;
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/**
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* Checks whether events from this source are allowed to be mapped.
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*
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* Possible event sources not allowing mapping are: the event recorder/player and/or
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* the EventManager, which allows user events to be pushed.
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*
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* By default we allow mapping for every event source.
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*/
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virtual bool allowMapping() const { return true; }
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};
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/**
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* An artificial event source. This is class is used as an event source, which is
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* made up by client specific events.
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*
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* Example usage cases for this are the Keymapper or the DefaultEventManager.
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*/
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class ArtificialEventSource : public EventSource {
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protected:
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Queue<Event> _artificialEventQueue;
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public:
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void addEvent(const Event &ev) {
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_artificialEventQueue.push(ev);
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}
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bool pollEvent(Event &ev) {
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if (!_artificialEventQueue.empty()) {
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ev = _artificialEventQueue.pop();
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return true;
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} else {
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return false;
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}
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}
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/**
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* By default an artificial event source prevents its events
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* from being mapped.
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*/
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virtual bool allowMapping() const { return false; }
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};
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/**
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* Object which catches and processes Events.
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*
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* An example for this is the Engine object, it is catching events and processing them.
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*/
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class EventObserver {
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public:
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virtual ~EventObserver() {}
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/**
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* Notifies the observer of an incoming event.
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*
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* An observer is supposed to eat the event, with returning true, when
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* it wants to prevent other observers from receiving the event.
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* An usage example here is the keymapper:
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* If it processes an Event, it should 'eat' it and create a new
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* event, which the EventDispatcher will then catch.
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*
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* @param event the event, which is incoming.
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* @return true if the event should not be passed to other observers,
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* false otherwise.
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*/
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virtual bool notifyEvent(const Event &event) = 0;
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};
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/**
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* A event mapper, which will map events to others.
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*
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* An example for this is the Keymapper.
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*/
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class EventMapper : public EventSource, public EventObserver {
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public:
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/** For event mappers resulting events should never be mapped */
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bool allowMapping() const { return false; }
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};
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/**
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* Dispatches events from various sources to various observers.
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*
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* EventDispatcher is using a priority based approach. Observers
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* with higher priority will be notified before observers with
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* lower priority. Because of the possibility that oberservers
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* might 'eat' events, not all observers might be notified.
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*
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* Another speciality is the support for a event mapper, which
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* will catch events and create new events out of them. This
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* mapper will be processed before an event is sent to the
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* observers.
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*/
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class EventDispatcher {
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public:
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EventDispatcher();
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~EventDispatcher();
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/**
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* Tries to catch events from the registered event
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* sources and dispatch them to the observers.
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*
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* This dispatches *all* events the sources offer.
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*/
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void dispatch();
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/**
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* Registers an event mapper with the dispatcher.
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*
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* The ownership of the "mapper" variable will pass
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* to the EventDispatcher, thus it will be deleted
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* with "delete", when EventDispatcher is destroyed.
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*
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* Note there is only one mapper per EventDispatcher
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* possible, thus when this method is called twice,
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* the former mapper will be destroied.
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*/
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void registerMapper(EventMapper *mapper);
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/**
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* Queries the setup event mapper.
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*/
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EventMapper *queryMapper() const { return _mapper; }
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/**
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* Registers a new EventSource with the Dispatcher.
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*/
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void registerSource(EventSource *source, bool autoFree);
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/**
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* Unregisters a EventSource.
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*
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* This takes the "autoFree" flag passed to registerSource into account.
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*/
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void unregisterSource(EventSource *source);
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/**
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* Registers a new EventObserver with the Dispatcher.
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*/
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void registerObserver(EventObserver *obs, uint priority, bool autoFree);
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/**
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* Unregisters a EventObserver.
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*
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* This takes the "autoFree" flag passed to registerObserver into account.
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*/
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void unregisterObserver(EventObserver *obs);
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private:
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EventMapper *_mapper;
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struct Entry {
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bool autoFree;
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};
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struct SourceEntry : public Entry {
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EventSource *source;
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};
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List<SourceEntry> _sources;
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struct ObserverEntry : public Entry {
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uint priority;
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EventObserver *observer;
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};
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List<ObserverEntry> _observers;
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void dispatchEvent(const Event &event);
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};
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class Keymapper;
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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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* Initialize the event manager.
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* @note called after graphics system has been set up
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*/
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virtual void init() {}
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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(Event &event) = 0;
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/**
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* Pushes a "fake" event into the event queue
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*/
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virtual void pushEvent(const Event &event) = 0;
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/** Return the current mouse position */
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virtual 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=0, down=1
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* - bit 1: right button up=0, down=1
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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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/**
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* Should we return to the launcher?
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*/
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virtual int shouldRTL() const = 0;
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/**
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* Reset the "return to launcher" flag (as returned shouldRTL()) to false.
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* Used when we have returned to the launcher.
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*/
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virtual void resetRTL() = 0;
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#ifdef FORCE_RTL
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virtual void resetQuit() = 0;
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#endif
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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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#ifdef ENABLE_KEYMAPPER
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virtual Keymapper *getKeymapper() = 0;
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#endif
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enum {
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/**
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* Priority of the event manager, for now it's lowest since it eats
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* *all* events, we might to change that in the future though.
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*/
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kEventManPriority = 0
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};
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/**
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* Returns the underlying EventDispatcher.
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*/
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EventDispatcher *getEventDispatcher() { return &_dispatcher; }
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protected:
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EventDispatcher _dispatcher;
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};
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} // End of namespace Common
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#endif
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