mirror of
https://github.com/libretro/scummvm.git
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85bf0f6d6b
svn-id: r27622
387 lines
11 KiB
C++
387 lines
11 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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* $URL$
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* $Id$
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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/rect.h"
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#include "common/system.h"
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#include "common/noncopyable.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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/** 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_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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enum KeyCode {
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KEYCODE_INALID = 0,
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KEYCODE_BACKSPACE = 8,
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KEYCODE_TAB = 9,
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KEYCODE_CLEAR = 12,
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KEYCODE_RETURN = 13,
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KEYCODE_PAUSE = 19,
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KEYCODE_ESCAPE = 27,
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KEYCODE_SPACE = 32,
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KEYCODE_EXCLAIM = 33,
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KEYCODE_QUOTEDBL = 34,
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KEYCODE_HASH = 35,
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KEYCODE_DOLLAR = 36,
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KEYCODE_AMPERSAND = 38,
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KEYCODE_QUOTE = 39,
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KEYCODE_LEFTPAREN = 40,
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KEYCODE_RIGHTPAREN = 41,
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KEYCODE_ASTERISK = 42,
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KEYCODE_PLUS = 43,
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KEYCODE_COMMA = 44,
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KEYCODE_MINUS = 45,
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KEYCODE_PERIOD = 46,
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KEYCODE_SLASH = 47,
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KEYCODE_0 = 48,
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KEYCODE_1 = 49,
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KEYCODE_2 = 50,
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KEYCODE_3 = 51,
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KEYCODE_4 = 52,
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KEYCODE_5 = 53,
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KEYCODE_6 = 54,
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KEYCODE_7 = 55,
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KEYCODE_8 = 56,
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KEYCODE_9 = 57,
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KEYCODE_COLON = 58,
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KEYCODE_SEMICOLON = 59,
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KEYCODE_LESS = 60,
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KEYCODE_EQUALS = 61,
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KEYCODE_GREATER = 62,
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KEYCODE_QUESTION = 63,
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KEYCODE_AT = 64,
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KEYCODE_LEFTBRACKET = 91,
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KEYCODE_BACKSLASH = 92,
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KEYCODE_RIGHTBRACKET= 93,
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KEYCODE_CARET = 94,
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KEYCODE_UNDERSCORE = 95,
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KEYCODE_BACKQUOTE = 96,
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KEYCODE_a = 97,
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KEYCODE_b = 98,
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KEYCODE_c = 99,
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KEYCODE_d = 100,
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KEYCODE_e = 101,
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KEYCODE_f = 102,
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KEYCODE_g = 103,
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KEYCODE_h = 104,
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KEYCODE_i = 105,
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KEYCODE_j = 106,
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KEYCODE_k = 107,
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KEYCODE_l = 108,
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KEYCODE_m = 109,
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KEYCODE_n = 110,
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KEYCODE_o = 111,
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KEYCODE_p = 112,
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KEYCODE_q = 113,
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KEYCODE_r = 114,
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KEYCODE_s = 115,
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KEYCODE_t = 116,
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KEYCODE_u = 117,
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KEYCODE_v = 118,
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KEYCODE_w = 119,
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KEYCODE_x = 120,
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KEYCODE_y = 121,
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KEYCODE_z = 122,
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KEYCODE_DELETE = 127,
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// Numeric keypad
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KEYCODE_KP0 = 256,
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KEYCODE_KP1 = 257,
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KEYCODE_KP2 = 258,
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KEYCODE_KP3 = 259,
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KEYCODE_KP4 = 260,
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KEYCODE_KP5 = 261,
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KEYCODE_KP6 = 262,
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KEYCODE_KP7 = 263,
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KEYCODE_KP8 = 264,
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KEYCODE_KP9 = 265,
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KEYCODE_KP_PERIOD = 266,
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KEYCODE_KP_DIVIDE = 267,
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KEYCODE_KP_MULTIPLY = 268,
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KEYCODE_KP_MINUS = 269,
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KEYCODE_KP_PLUS = 270,
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KEYCODE_KP_ENTER = 271,
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KEYCODE_KP_EQUALS = 272,
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// Arrows + Home/End pad
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KEYCODE_UP = 273,
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KEYCODE_DOWN = 274,
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KEYCODE_RIGHT = 275,
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KEYCODE_LEFT = 276,
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KEYCODE_INSERT = 277,
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KEYCODE_HOME = 278,
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KEYCODE_END = 279,
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KEYCODE_PAGEUP = 280,
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KEYCODE_PAGEDOWN = 281,
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// Function keys
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KEYCODE_F1 = 282,
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KEYCODE_F2 = 283,
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KEYCODE_F3 = 284,
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KEYCODE_F4 = 285,
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KEYCODE_F5 = 286,
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KEYCODE_F6 = 287,
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KEYCODE_F7 = 288,
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KEYCODE_F8 = 289,
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KEYCODE_F9 = 290,
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KEYCODE_F10 = 291,
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KEYCODE_F11 = 292,
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KEYCODE_F12 = 293,
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KEYCODE_F13 = 294,
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KEYCODE_F14 = 295,
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KEYCODE_F15 = 296,
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// Key state modifier keys
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KEYCODE_NUMLOCK = 300,
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KEYCODE_CAPSLOCK = 301,
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KEYCODE_SCROLLOCK = 302,
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KEYCODE_RSHIFT = 303,
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KEYCODE_LSHIFT = 304,
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KEYCODE_RCTRL = 305,
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KEYCODE_LCTRL = 306,
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KEYCODE_RALT = 307,
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KEYCODE_LALT = 308,
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KEYCODE_RMETA = 309,
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KEYCODE_LMETA = 310,
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KEYCODE_LSUPER = 311, // Left "Windows" key
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KEYCODE_RSUPER = 312, // Right "Windows" key
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KEYCODE_MODE = 313, // "Alt Gr" key
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KEYCODE_COMPOSE = 314, // Multi-key compose key
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// Miscellaneous function keys
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KEYCODE_HELP = 315,
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KEYCODE_PRINT = 316,
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KEYCODE_SYSREQ = 317,
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KEYCODE_BREAK = 318,
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KEYCODE_MENU = 319,
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KEYCODE_POWER = 320, // Power Macintosh power key
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KEYCODE_EURO = 321, // Some european keyboards
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KEYCODE_UNDO = 322 // Atari keyboard has Undo
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};
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/**
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* List of certan special and some fake 'ascii' values used in keyboard events.
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* The values for the function keys listed here are based on what certain SCUMM
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* games expect in their scripts.
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* @todo Get rid of the function key values, and instead enforce that engines use
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* the keycode value to handle these.
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*/
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enum {
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ASCII_BACKSPACE = 8,
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ASCII_TAB = 9,
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ASCII_RETURN = 13,
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ASCII_ESCAPE = 27,
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ASCII_SPACE = 32,
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ASCII_F1 = 315,
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ASCII_F2 = 316,
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ASCII_F3 = 317,
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ASCII_F4 = 318,
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ASCII_F5 = 319,
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ASCII_F6 = 320,
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ASCII_F7 = 321,
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ASCII_F8 = 322,
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ASCII_F9 = 323,
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ASCII_F10 = 324,
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ASCII_F11 = 325,
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ASCII_F12 = 326
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};
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/**
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* Keyboard modifier flags, used for Event::kbd::flags.
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*/
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enum {
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KBD_CTRL = 1 << 0,
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KBD_ALT = 1 << 1,
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KBD_SHIFT = 1 << 2
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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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* @todo Rework/document this structure. It should be made 100% clear which
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* field is valid for which event type.
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* Implementation wise, we might want to use the classic
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* union-of-structs trick. It goes roughly like this:
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* struct BasicEvent {
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* EventType type;
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* };
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* struct MouseMovedEvent : BasicEvent {
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* Common::Point pos;
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* };
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* struct MouseButtonEvent : MouseMovedEvent {
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* int button;
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* };
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* struct KeyEvent : BasicEvent {
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* ...
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* };
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* ...
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* union Event {
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* EventType type;
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* MouseMovedEvent mouse;
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* MouseButtonEvent button;
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* KeyEvent key;
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* ...
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* };
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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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struct {
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/**
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* Abstract key code (will be the same for any given key regardless
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* of modifiers being held at the same time.
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* For example, this is the same for both 'A' and Shift-'A'.
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* @todo Document which values are to be used for non-ASCII keys
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* like F1-F10. For now, let's just say that our primary backend
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* is the SDL one, and it uses the values SDL uses... so until
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* we fix this, your best bet is to get a copy of SDL_keysym.h
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* and look at that, if you want to find out a key code.
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*/
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KeyCode keycode;
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/**
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* ASCII-value of the pressed key (if any).
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* This depends on modifiers, i.e. pressing the 'A' key results in
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* different values here depending on the status of shift, alt and
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* caps lock.
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*/
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uint16 ascii;
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/**
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* Status of the modifier keys. Bits are set in this for each
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* pressed modifier
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* @see KBD_CTRL, KBD_ALT, KBD_SHIFT
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*/
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byte flags;
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} 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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Common::Point mouse;
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};
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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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* 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(Common::Event &event) = 0;
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/** Return the current key state */
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virtual Common::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=1, down=0
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* - bit 1: right button up=1, down=0
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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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// 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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};
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} // End of namespace Common
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#endif
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