scummvm/common/events.h
2011-08-07 15:19:07 +02:00

388 lines
10 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 COMMON_EVENTS_H
#define COMMON_EVENTS_H
#include "common/keyboard.h"
#include "common/queue.h"
#include "common/rect.h"
#include "common/noncopyable.h"
#include "common/list.h"
#include "common/singleton.h"
namespace Common {
/**
* The types of events backends may generate.
* @see Event
*
* @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
* likewise EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
* To do that, we just have to add a field to the Event which
* indicates which button was pressed.
*/
enum EventType {
EVENT_INVALID = 0,
/** A key was pressed, details in Event::kbd. */
EVENT_KEYDOWN = 1,
/** A key was released, details in Event::kbd. */
EVENT_KEYUP = 2,
/** The mouse moved, details in Event::mouse. */
EVENT_MOUSEMOVE = 3,
EVENT_LBUTTONDOWN = 4,
EVENT_LBUTTONUP = 5,
EVENT_RBUTTONDOWN = 6,
EVENT_RBUTTONUP = 7,
EVENT_WHEELUP = 8,
EVENT_WHEELDOWN = 9,
EVENT_MBUTTONDOWN = 13,
EVENT_MBUTTONUP = 14,
EVENT_MAINMENU = 15,
EVENT_RTL = 16,
EVENT_MUTE = 17,
EVENT_QUIT = 10,
EVENT_SCREEN_CHANGED = 11,
/**
* The backend requests the agi engine's predictive dialog to be shown.
* TODO: Fingolfin suggests that it would be of better value to expand
* on this notion by generalizing its use. For example the backend could
* use events to ask for the save game dialog or to pause the engine.
* An associated enumerated type can accomplish this.
**/
EVENT_PREDICTIVE_DIALOG = 12
};
/**
* Data structure for an event. A pointer to an instance of Event
* can be passed to pollEvent.
*/
struct Event {
/** The type of the event. */
EventType type;
/** Flag to indicate if the event is real or synthetic. E.g. keyboard
* repeat events are synthetic.
*/
bool synthetic;
/**
* Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
* EVENT_KEYUP). For all other event types, content is undefined.
*/
KeyState kbd;
/**
* The mouse coordinates, in virtual screen coordinates. Only valid
* for mouse events.
* Virtual screen coordinates means: the coordinate system of the
* screen area as defined by the most recent call to initSize().
*/
Point mouse;
Event() : type(EVENT_INVALID), synthetic(false) {}
};
/**
* A source of Events.
*
* An example for this is OSystem, it provides events created by the system
* and or user.
*/
class EventSource {
public:
virtual ~EventSource() {}
/**
* Queries a event from the source.
*
* @param event a reference to the event struct, where the event should be stored.
* @return true if an event was polled, false otherwise.
*/
virtual bool pollEvent(Event &event) = 0;
/**
* Checks whether events from this source are allowed to be mapped.
*
* Possible event sources not allowing mapping are: the event recorder/player and/or
* the EventManager, which allows user events to be pushed.
*
* By default we allow mapping for every event source.
*/
virtual bool allowMapping() const { return true; }
};
/**
* An artificial event source. This is class is used as an event source, which is
* made up by client specific events.
*
* Example usage cases for this are the Keymapper or the DefaultEventManager.
*/
class ArtificialEventSource : public EventSource {
protected:
Queue<Event> _artificialEventQueue;
public:
void addEvent(const Event &ev) {
_artificialEventQueue.push(ev);
}
bool pollEvent(Event &ev) {
if (!_artificialEventQueue.empty()) {
ev = _artificialEventQueue.pop();
return true;
} else {
return false;
}
}
/**
* By default an artificial event source prevents its events
* from being mapped.
*/
virtual bool allowMapping() const { return false; }
};
/**
* Object which catches and processes Events.
*
* An example for this is the Engine object, it is catching events and processing them.
*/
class EventObserver {
public:
virtual ~EventObserver() {}
/**
* Notifies the observer of an incoming event.
*
* An observer is supposed to eat the event, with returning true, when
* it wants to prevent other observers from receiving the event.
* An usage example here is the keymapper:
* If it processes an Event, it should 'eat' it and create a new
* event, which the EventDispatcher will then catch.
*
* @param event the event, which is incoming.
* @return true if the event should not be passed to other observers,
* false otherwise.
*/
virtual bool notifyEvent(const Event &event) = 0;
};
/**
* A event mapper, which will map events to others.
*
* An example for this is the Keymapper.
*/
class EventMapper : public EventSource, public EventObserver {
public:
/** For event mappers resulting events should never be mapped */
bool allowMapping() const { return false; }
};
/**
* Dispatches events from various sources to various observers.
*
* EventDispatcher is using a priority based approach. Observers
* with higher priority will be notified before observers with
* lower priority. Because of the possibility that oberservers
* might 'eat' events, not all observers might be notified.
*
* Another speciality is the support for a event mapper, which
* will catch events and create new events out of them. This
* mapper will be processed before an event is sent to the
* observers.
*/
class EventDispatcher {
public:
EventDispatcher();
~EventDispatcher();
/**
* Tries to catch events from the registered event
* sources and dispatch them to the observers.
*
* This dispatches *all* events the sources offer.
*/
void dispatch();
/**
* Registers an event mapper with the dispatcher.
*
* The ownership of the "mapper" variable will pass
* to the EventDispatcher, thus it will be deleted
* with "delete", when EventDispatcher is destroyed.
*
* Note there is only one mapper per EventDispatcher
* possible, thus when this method is called twice,
* the former mapper will be destroied.
*/
void registerMapper(EventMapper *mapper);
/**
* Queries the setup event mapper.
*/
EventMapper *queryMapper() const { return _mapper; }
/**
* Registers a new EventSource with the Dispatcher.
*/
void registerSource(EventSource *source, bool autoFree);
/**
* Unregisters a EventSource.
*
* This takes the "autoFree" flag passed to registerSource into account.
*/
void unregisterSource(EventSource *source);
/**
* Registers a new EventObserver with the Dispatcher.
*/
void registerObserver(EventObserver *obs, uint priority, bool autoFree);
/**
* Unregisters a EventObserver.
*
* This takes the "autoFree" flag passed to registerObserver into account.
*/
void unregisterObserver(EventObserver *obs);
private:
EventMapper *_mapper;
struct Entry {
bool autoFree;
};
struct SourceEntry : public Entry {
EventSource *source;
};
List<SourceEntry> _sources;
struct ObserverEntry : public Entry {
uint priority;
EventObserver *observer;
};
List<ObserverEntry> _observers;
void dispatchEvent(const Event &event);
};
class Keymapper;
/**
* The EventManager provides user input events to the client code.
* In addition, it keeps track of the state of various input devices,
* like keys, mouse position and buttons.
*/
class EventManager : NonCopyable {
public:
EventManager() {}
virtual ~EventManager() {}
enum {
LBUTTON = 1 << 0,
RBUTTON = 1 << 1
};
/**
* Initialize the event manager.
* @note called after graphics system has been set up
*/
virtual void init() {}
/**
* Get the next event in the event queue.
* @param event point to an Event struct, which will be filled with the event data.
* @return true if an event was retrieved.
*/
virtual bool pollEvent(Event &event) = 0;
/**
* Pushes a "fake" event into the event queue
*/
virtual void pushEvent(const Event &event) = 0;
/** Return the current mouse position */
virtual Point getMousePos() const = 0;
/**
* Return a bitmask with the button states:
* - bit 0: left button up=0, down=1
* - bit 1: right button up=0, down=1
*/
virtual int getButtonState() const = 0;
/** Get a bitmask with the current modifier state */
virtual int getModifierState() const = 0;
/**
* Should the application terminate? Set to true if we
* received an EVENT_QUIT.
*/
virtual int shouldQuit() const = 0;
/**
* Should we return to the launcher?
*/
virtual int shouldRTL() const = 0;
/**
* Reset the "return to launcher" flag (as returned shouldRTL()) to false.
* Used when we have returned to the launcher.
*/
virtual void resetRTL() = 0;
#ifdef FORCE_RTL
virtual void resetQuit() = 0;
#endif
// Optional: check whether a given key is currently pressed ????
//virtual bool isKeyPressed(int keycode) = 0;
// TODO: Keyboard repeat support?
// TODO: Consider removing OSystem::getScreenChangeID and
// replacing it by a generic getScreenChangeID method here
#ifdef ENABLE_KEYMAPPER
virtual Keymapper *getKeymapper() = 0;
#endif
enum {
/**
* Priority of the event manager, for now it's lowest since it eats
* *all* events, we might to change that in the future though.
*/
kEventManPriority = 0
};
/**
* Returns the underlying EventDispatcher.
*/
EventDispatcher *getEventDispatcher() { return &_dispatcher; }
protected:
EventDispatcher _dispatcher;
};
} // End of namespace Common
#endif