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