scummvm/engines/pegasus/input.h
Johannes Schickel a6c6c74350 PEGASUS: Remove trailing whitespaces.
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2012-09-26 04:11:09 +02:00

501 lines
20 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.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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 PEGASUS_INPUT_H
#define PEGASUS_INPUT_H
#include "common/events.h"
#include "common/hashmap.h"
#include "common/rect.h"
#include "common/singleton.h"
#include "pegasus/constants.h"
#include "pegasus/types.h"
namespace Pegasus {
class Hotspot;
class Input;
class InputDeviceManager : public Common::Singleton<InputDeviceManager>, public Common::EventObserver {
public:
InputDeviceManager();
~InputDeviceManager();
bool notifyEvent(const Common::Event &event);
void getInput(Input &, const InputBits);
void waitInput(const InputBits);
protected:
friend class Common::Singleton<SingletonBaseType>;
// Keep track of which keys are down (= true) or not
Common::HashMap<uint, bool> _keyMap;
InputBits _lastRawBits;
bool _consoleRequested;
};
enum {
kButtonDownBit = 0,
kAutoButtonBit = 1,
kBitsPerButton = 2,
kButtonDownMask = 1 << kButtonDownBit,
kAutoButtonMask = 1 << kAutoButtonBit,
kButtonStateBits = kButtonDownMask | kAutoButtonMask,
kRawButtonUp = 0,
kRawButtonDown = kButtonDownMask | kAutoButtonMask,
kButtonUp = 0,
kButtonDown = kButtonDownMask,
kButtonAutoUp = kAutoButtonMask,
kButtonAutoDown = kButtonDownMask | kAutoButtonMask
};
enum {
kUpButtonNum = 0,
kLeftButtonNum = 1,
kDownButtonNum = 2,
kRightButtonNum = 3,
kLeftFireButtonNum = 4,
kRightFireButtonNum = 5,
kOneButtonNum = 6,
kTwoButtonNum = 7,
kThreeButtonNum = 8,
kFourButtonNum = 9,
kMod1ButtonNum = 10,
kMod2ButtonNum = 11,
kMod3ButtonNum = 12
};
enum {
kUpButtonShift = kUpButtonNum * kBitsPerButton,
kLeftButtonShift = kLeftButtonNum * kBitsPerButton,
kDownButtonShift = kDownButtonNum * kBitsPerButton,
kRightButtonShift = kRightButtonNum * kBitsPerButton,
kLeftFireButtonShift = kLeftFireButtonNum * kBitsPerButton,
kRightFireButtonShift = kRightFireButtonNum * kBitsPerButton,
kOneButtonShift = kOneButtonNum * kBitsPerButton,
kTwoButtonShift = kTwoButtonNum * kBitsPerButton,
kThreeButtonShift = kThreeButtonNum * kBitsPerButton,
kFourButtonShift = kFourButtonNum * kBitsPerButton,
kMod1ButtonShift = kMod1ButtonNum * kBitsPerButton,
kMod2ButtonShift = kMod2ButtonNum * kBitsPerButton,
kMod3ButtonShift = kMod3ButtonNum * kBitsPerButton
};
enum {
kAllUpBits = (kButtonUp << kUpButtonShift) |
(kButtonUp << kLeftButtonShift) |
(kButtonUp << kDownButtonShift) |
(kButtonUp << kRightButtonShift) |
(kButtonUp << kLeftFireButtonShift) |
(kButtonUp << kRightFireButtonShift) |
(kButtonUp << kOneButtonShift) |
(kButtonUp << kTwoButtonShift) |
(kButtonUp << kThreeButtonShift) |
(kButtonUp << kFourButtonShift) |
(kButtonUp << kMod1ButtonShift) |
(kButtonUp << kMod2ButtonShift) |
(kButtonUp << kMod3ButtonShift),
kDirectionBits = (kButtonDownMask << kUpButtonShift) |
(kButtonDownMask << kLeftButtonShift) |
(kButtonDownMask << kDownButtonShift) |
(kButtonDownMask << kRightButtonShift),
kButtonBits = (kButtonDownMask << kLeftFireButtonShift) |
(kButtonDownMask << kRightFireButtonShift) |
(kButtonDownMask << kOneButtonShift) |
(kButtonDownMask << kTwoButtonShift) |
(kButtonDownMask << kThreeButtonShift) |
(kButtonDownMask << kFourButtonShift) |
(kButtonDownMask << kMod1ButtonShift) |
(kButtonDownMask << kMod2ButtonShift) |
(kButtonDownMask << kMod3ButtonShift),
kAllButtonDownBits = kDirectionBits | kButtonBits,
kAllAutoBits = (kAutoButtonMask << kUpButtonShift) |
(kAutoButtonMask << kLeftButtonShift) |
(kAutoButtonMask << kDownButtonShift) |
(kAutoButtonMask << kRightButtonShift) |
(kAutoButtonMask << kLeftFireButtonShift) |
(kAutoButtonMask << kRightFireButtonShift) |
(kAutoButtonMask << kOneButtonShift) |
(kAutoButtonMask << kTwoButtonShift) |
(kAutoButtonMask << kThreeButtonShift) |
(kAutoButtonMask << kFourButtonShift) |
(kAutoButtonMask << kMod1ButtonShift) |
(kAutoButtonMask << kMod2ButtonShift) |
(kAutoButtonMask << kMod3ButtonShift),
kFilterUpButton = kButtonDownMask << kUpButtonShift,
kFilterUpAuto = kAutoButtonMask << kUpButtonShift,
kFilterUpButtonAny = kFilterUpButton | kFilterUpAuto,
kFilterLeftButton = kButtonDownMask << kLeftButtonShift,
kFilterLeftAuto = kAutoButtonMask << kLeftButtonShift,
kFilterLeftButtonAny = kFilterLeftButton | kFilterLeftAuto,
kFilterDownButton = kButtonDownMask << kDownButtonShift,
kFilterDownAuto = kAutoButtonMask << kDownButtonShift,
kFilterDownButtonAny = kFilterDownButton | kFilterDownAuto,
kFilterRightButton = kButtonDownMask << kRightButtonShift,
kFilterRightAuto = kAutoButtonMask << kRightButtonShift,
kFilterRightButtonAny = kFilterRightButton | kFilterRightAuto,
kFilterLeftFireButton = kButtonDownMask << kLeftFireButtonShift,
kFilterLeftFireAuto = kAutoButtonMask << kLeftFireButtonShift,
kFilterLeftFireButtonAny = kFilterLeftFireButton | kFilterLeftFireAuto,
kFilterRightFireButton = kButtonDownMask << kRightFireButtonShift,
kFilterRightFireAuto = kAutoButtonMask << kRightFireButtonShift,
kFilterRightFireButtonAny = kFilterRightFireButton | kFilterRightFireAuto,
kFilterOneButton = kButtonDownMask << kOneButtonShift,
kFilterOneAuto = kAutoButtonMask << kOneButtonShift,
kFilterOneButtonAny = kFilterOneButton | kFilterOneAuto,
kFilterTwoButton = kButtonDownMask << kTwoButtonShift,
kFilterTwoAuto = kAutoButtonMask << kTwoButtonShift,
kFilterTwoButtonAny = kFilterTwoButton | kFilterTwoAuto,
kFilterThreeButton = kButtonDownMask << kThreeButtonShift,
kFilterThreeAuto = kAutoButtonMask << kThreeButtonShift,
kFilterThreeButtonAny = kFilterThreeButton | kFilterThreeAuto,
kFilterFourButton = kButtonDownMask << kFourButtonShift,
kFilterFourAuto = kAutoButtonMask << kFourButtonShift,
kFilterFourButtonAny = kFilterFourButton | kFilterFourAuto,
kFilterMod1Button = kButtonDownMask << kMod1ButtonShift,
kFilterMod1Auto = kAutoButtonMask << kMod1ButtonShift,
kFilterMod1ButtonAny = kFilterMod1Button | kFilterMod1Auto,
kFilterMod2Button = kButtonDownMask << kMod2ButtonShift,
kFilterMod2Auto = kAutoButtonMask << kMod2ButtonShift,
kFilterMod2ButtonAny = kFilterMod2Button | kFilterMod2Auto,
kFilterMod3Button = kButtonDownMask << kMod3ButtonShift,
kFilterMod3Auto = kAutoButtonMask << kMod3ButtonShift,
kFilterMod3ButtonAny = kFilterMod3Button | kFilterMod3Auto,
kFilterNoInput = 0,
kFilterAllInput = kFilterUpButton |
kFilterUpAuto |
kFilterLeftButton |
kFilterLeftAuto |
kFilterDownButton |
kFilterDownAuto |
kFilterRightButton |
kFilterRightAuto |
kFilterLeftFireButton |
kFilterLeftFireAuto |
kFilterRightFireButton |
kFilterRightFireAuto |
kFilterOneButton |
kFilterOneAuto |
kFilterTwoButton |
kFilterTwoAuto |
kFilterThreeButton |
kFilterThreeAuto |
kFilterFourButton |
kFilterFourAuto |
kFilterMod1Button |
kFilterMod1Auto |
kFilterMod2Button |
kFilterMod2Auto |
kFilterMod3Button |
kFilterMod3Auto,
kFilterAllDirections = kFilterUpButton |
kFilterUpAuto |
kFilterLeftButton |
kFilterLeftAuto |
kFilterDownButton |
kFilterDownAuto |
kFilterRightButton |
kFilterRightAuto,
kFilterButtons = kFilterOneButton |
kFilterOneAuto |
kFilterTwoButton |
kFilterTwoAuto |
kFilterThreeButton |
kFilterThreeAuto |
kFilterFourButton |
kFilterFourAuto,
kFilterFireButtons = kFilterLeftFireButton |
kFilterLeftFireAuto |
kFilterRightFireButton |
kFilterRightFireAuto,
kFilterAllButtons = kFilterLeftFireButton |
kFilterLeftFireAuto |
kFilterRightFireButton |
kFilterRightFireAuto |
kFilterOneButton |
kFilterOneAuto |
kFilterTwoButton |
kFilterTwoAuto |
kFilterThreeButton |
kFilterThreeAuto |
kFilterFourButton |
kFilterFourAuto |
kFilterMod1Button |
kFilterMod1Auto |
kFilterMod2Button |
kFilterMod2Auto |
kFilterMod3Button |
kFilterMod3Auto,
kFilterAllInputNoAuto = kFilterUpButton |
kFilterLeftButton |
kFilterDownButton |
kFilterRightButton |
kFilterLeftFireButton |
kFilterRightFireButton |
kFilterOneButton |
kFilterTwoButton |
kFilterThreeButton |
kFilterFourButton |
kFilterMod1Button |
kFilterMod2Button |
kFilterMod3Button
};
static const InputBits kHintInterruption = kFilterAllInputNoAuto;
static const InputBits kWarningInterruption = kFilterNoInput;
static const InputBits kOpticalInterruption = kFilterAllInputNoAuto;
/*
Buttons are defined as:
up, left, down, right direction buttons.
fireLeft, fireRight: fire buttons.
mod1, mod2, mod3: modifier buttons, similar to shift, control, etc.
a, b, c, d: general purpose buttons.
button state is held as bits in a long word, two bits per button.
Filter bits:
for each button, two bits are assigned for filtering. If bit 0 is set, the
corresponding button is available for "button down" input. If bit 1 is set,
the corresponding button is available for "auto down" input. Note that bit
1 is meaningful only if bit 0 is set.
*/
class Input {
friend int operator==(const Input &, const Input &);
friend int operator!=(const Input &, const Input &);
friend class InputDeviceManager;
public:
Input() { clearInput(); }
bool upButtonDown() const { return (_inputState & (kButtonStateBits << kUpButtonShift)) == (kButtonDown << kUpButtonShift); }
bool upButtonAutoDown() const { return (_inputState & (kButtonStateBits << kUpButtonShift)) == (kButtonAutoDown << kUpButtonShift); }
bool upButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kUpButtonShift)) != 0; }
bool leftButtonDown() const { return (_inputState & (kButtonStateBits << kLeftButtonShift)) == (kButtonDown << kLeftButtonShift); }
bool leftButtonAutoDown() const { return (_inputState & (kButtonStateBits << kLeftButtonShift)) == (kButtonAutoDown << kLeftButtonShift); }
bool leftButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kLeftButtonShift)) != 0; }
bool downButtonDown() const { return (_inputState & (kButtonStateBits << kDownButtonShift)) == (kButtonDown << kDownButtonShift); }
bool downButtonAutoDown() const { return (_inputState & (kButtonStateBits << kDownButtonShift)) == (kButtonAutoDown << kDownButtonShift); }
bool downButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kDownButtonShift)) != 0; }
bool rightButtonDown() const { return (_inputState & (kButtonStateBits << kRightButtonShift)) == (kButtonDown << kRightButtonShift); }
bool rightButtonAutoDown() const { return (_inputState & (kButtonStateBits << kRightButtonShift)) == (kButtonAutoDown << kRightButtonShift); }
bool rightButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kRightButtonShift)) != 0; }
bool leftFireButtonDown() const { return (_inputState & (kButtonStateBits << kLeftFireButtonShift)) == (kButtonDown << kLeftFireButtonShift); }
bool leftFireButtonAutoDown() const { return (_inputState & (kButtonStateBits << kLeftFireButtonShift)) == (kButtonAutoDown << kLeftFireButtonShift); }
bool leftFireButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kLeftFireButtonShift)) != 0; }
bool rightFireButtonDown() const { return (_inputState & (kButtonStateBits << kRightFireButtonShift)) == (kButtonDown << kRightFireButtonShift); }
bool rightFireButtonAutoDown() const { return (_inputState & (kButtonStateBits << kRightFireButtonShift)) == (kButtonAutoDown << kRightFireButtonShift); }
bool rightFireButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kRightFireButtonShift)) != 0; }
bool oneButtonDown() const { return (_inputState & (kButtonStateBits << kOneButtonShift)) == (kButtonDown << kOneButtonShift); }
bool oneButtonAutoDown() const { return (_inputState & (kButtonStateBits << kOneButtonShift)) == (kButtonAutoDown << kOneButtonShift); }
bool oneButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kOneButtonShift)) != 0; }
bool twoButtonDown() const { return (_inputState & (kButtonStateBits << kTwoButtonShift)) == (kButtonDown << kTwoButtonShift); }
bool twoButtonAutoDown() const { return (_inputState & (kButtonStateBits << kTwoButtonShift)) == (kButtonAutoDown << kTwoButtonShift); }
bool twoButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kTwoButtonShift)) != 0; }
bool threeButtonDown() const { return (_inputState & (kButtonStateBits << kThreeButtonShift)) == (kButtonDown << kThreeButtonShift); }
bool threeButtonAutoDown() const { return (_inputState & (kButtonStateBits << kThreeButtonShift)) == (kButtonAutoDown << kThreeButtonShift); }
bool threeButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kThreeButtonShift)) != 0; }
bool fourButtonDown() const { return (_inputState & (kButtonStateBits << kFourButtonShift)) == (kButtonDown << kFourButtonShift); }
bool fourButtonAutoDown() const { return (_inputState & (kButtonStateBits << kFourButtonShift)) == (kButtonAutoDown << kFourButtonShift); }
bool fourButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kFourButtonShift)) != 0; }
bool mod1ButtonDown() const { return (_inputState & (kButtonStateBits << kMod1ButtonShift)) == (kButtonDown << kMod1ButtonShift); }
bool mod1ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod1ButtonShift)) == (kButtonAutoDown << kMod1ButtonShift); }
bool mod1ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod1ButtonShift)) != 0; }
bool mod2ButtonDown() const { return (_inputState & (kButtonStateBits << kMod2ButtonShift)) == (kButtonDown << kMod2ButtonShift); }
bool mod2ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod2ButtonShift)) == (kButtonAutoDown << kMod2ButtonShift); }
bool mod2ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod2ButtonShift)) != 0; }
bool mod3ButtonDown() const { return (_inputState & (kButtonStateBits << kMod3ButtonShift)) == (kButtonDown << kMod3ButtonShift); }
bool mod3ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod3ButtonShift)) == (kButtonAutoDown << kMod3ButtonShift); }
bool mod3ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod3ButtonShift)) != 0; }
bool allAutoInput() const { return (_inputState & kAllAutoBits) != 0; }
bool anyDirectionInput() const { return (_inputState & kDirectionBits) != 0; }
bool anyButtonInput() const { return (_inputState & kButtonBits) != 0; }
bool anyInput() const { return _inputState != 0; }
void getInputLocation(Common::Point &where) const { where = _inputLocation; }
bool anyInputBitSet(const InputBits bits) const { return (_inputState & bits) != 0; }
bool isAltDown() const { return _altDown; }
bool isConsoleRequested() const { return _consoleRequested; }
void clearInput() {
_inputState = kAllUpBits;
_inputLocation.x = 0;
_inputLocation.y = 0;
_consoleRequested = false;
_altDown = false;
}
protected:
void setInputBits(const InputBits state) { _inputState = state; }
void setInputLocation(const Common::Point &where) { _inputLocation = where; }
void setConsoleRequested(bool consoleRequested) { _consoleRequested = consoleRequested; }
void setAltDown(bool altDown) { _altDown = altDown; }
InputBits _inputState;
Common::Point _inputLocation;
bool _consoleRequested;
bool _altDown;
};
class InputHandler {
public:
static InputHandler *setInputHandler(InputHandler*);
static InputHandler *getCurrentHandler() { return _inputHandler; }
static void pollForInput();
static void getInput(Input&, Hotspot*&);
static void readInputDevice(Input&);
static void invalHotspots() { _invalHotspots = true; }
static InputBits getCurrentFilter() { return _lastFilter; }
InputHandler(InputHandler*);
virtual ~InputHandler();
virtual void setNextHandler(InputHandler *nextHandler) { _nextHandler = nextHandler; }
virtual InputHandler *getNextHandler() { return _nextHandler; }
virtual void handleInput(const Input &, const Hotspot *);
virtual void clickInHotspot(const Input &, const Hotspot *);
virtual void activateHotspots();
virtual void updateCursor(const Common::Point, const Hotspot *);
virtual bool isClickInput(const Input &, const Hotspot *);
virtual bool wantsCursor();
virtual bool releaseInputFocus() { return true; }
virtual void grabInputFocus() {}
// This returns bits set for what kinds of input to accept.
virtual InputBits getInputFilter();
// This returns bits defining what input constitutes a "click."
virtual InputBits getClickFilter();
virtual void allowInput(const bool allow) { _allowInput = allow; }
protected:
static InputHandler *_inputHandler;
static bool _invalHotspots;
static InputBits _lastFilter;
InputHandler *_nextHandler;
bool _allowInput;
};
/*
Tracker implements "dragging". A Tracker can receive a startTracking message,
which causes it to be the current tracker, as well as setting it up as the current
input handler. In addition, only one tracker can be tracking at a time, and no
other handler can be set up as the current handler until the track finishes. By
default, there is no next input handler for a Tracker, but this behavior can be
overridden if desired.
*/
class Tracker : public InputHandler {
public:
Tracker() : InputHandler(0) {}
virtual ~Tracker() {}
virtual void handleInput(const Input &, const Hotspot *);
virtual bool stopTrackingInput(const Input &) { return false; }
virtual void startTracking(const Input &);
virtual void stopTracking(const Input &);
virtual void continueTracking(const Input &) {}
bool isTracking() { return this == _currentTracker; }
bool isClickInput(const Input &, const Hotspot *);
bool releaseInputFocus() { return !isTracking(); }
protected:
static Tracker *_currentTracker;
InputHandler *_savedHandler;
};
class JMPPPInput {
public:
static bool isMenuButtonPressInput(const Input &input) { return input.twoButtonDown(); }
static InputBits getClickInputFilter() { return kFilterTwoButton; }
static bool isClickInput(const Input &input) { return input.twoButtonDown(); }
static bool isDraggingInput(const Input &input) { return input.twoButtonAnyDown(); }
static bool isPressingInput(const Input &input) { return input.twoButtonAnyDown(); }
static bool isRaiseInventoryInput(const Input &input) { return input.leftFireButtonDown(); }
static bool isRaiseBiochipsInput(const Input &input) { return input.rightFireButtonDown(); }
static InputBits getItemPanelsInputFilter() { return kFilterLeftFireButton | kFilterRightFireButton; }
static bool isToggleAIMiddleInput(const Input &input) { return input.threeButtonDown(); }
static bool isToggleInfoInput(const Input &input) { return input.fourButtonDown(); }
// Hmmmmm....
static bool isEasterEggModifierInput(const Input &input) { return input.isAltDown(); }
static bool isTogglePauseInput(const Input &input) { return input.mod3ButtonDown(); }
};
} // End of namespace Pegasus
#define InputDevice (::Pegasus::InputDeviceManager::instance())
#endif