scummvm/common/events.h
Antoniou Athanasios fd5a5a2156 KEYMAPPER: Add HAT AXIS (DPAD as movement) to hw input
Also add it in JoystickAxis enum of common/events

Many gamepads have HATs instead of DPAD buttons, ie. they send movement events instead of button presses for the DPAD directions
2023-04-04 22:16:24 +03:00

590 lines
15 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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 {
/**
* @defgroup common_events Events
* @ingroup common
*
* @brief The types of events backends may generate.
*
* @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_RETURN_TO_LAUNCHER = 16,
EVENT_MUTE = 17,
EVENT_QUIT = 10,
EVENT_SCREEN_CHANGED = 11,
/** The input devices have changed, input-related configuration must be reapplied. */
EVENT_INPUT_CHANGED = 35,
/**
* 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,
EVENT_CUSTOM_BACKEND_ACTION_START = 18,
EVENT_CUSTOM_BACKEND_ACTION_END = 19,
EVENT_CUSTOM_BACKEND_ACTION_AXIS = 34,
EVENT_CUSTOM_ENGINE_ACTION_START = 20,
EVENT_CUSTOM_ENGINE_ACTION_END = 21,
EVENT_VIRTUAL_KEYBOARD = 22,
EVENT_DROP_FILE = 23,
EVENT_JOYAXIS_MOTION = 24,
EVENT_JOYBUTTON_DOWN = 25,
EVENT_JOYBUTTON_UP = 26,
EVENT_CLIPBOARD_UPDATE = 27,
EVENT_CUSTOM_BACKEND_HARDWARE = 28,
EVENT_DEBUGGER = 29,
/**
* Additional mouse events, details in Event::mouse.
*
* Note that X1 and X2 are usually back and forward, however
* this cannot be guaranteed on all platforms.
*/
EVENT_X1BUTTONDOWN = 30,
EVENT_X1BUTTONUP = 31,
EVENT_X2BUTTONDOWN = 32,
EVENT_X2BUTTONUP = 33,
/** ScummVM has gained or lost focus. */
EVENT_FOCUS_GAINED = 36,
EVENT_FOCUS_LOST = 37
};
const int16 JOYAXIS_MIN = -32768;
const int16 JOYAXIS_MAX = 32767;
/**
* Data structure for joystick events.
*/
struct JoystickState {
/** The axis for EVENT_JOYAXIS_MOTION events. */
byte axis;
/** The new axis position for EVENT_JOYAXIS_MOTION events. */
int16 position;
/**
* The button index for EVENT_JOYBUTTON_DOWN/UP events.
*
* Some of the button indices match well-known game controller
* buttons. See JoystickButton.
*/
uint8 button;
JoystickState() : axis(0), position(0), button(0) {}
};
/**
* The list of named buttons available from a joystick.
*/
enum JoystickButton {
JOYSTICK_BUTTON_INVALID,
JOYSTICK_BUTTON_A,
JOYSTICK_BUTTON_B,
JOYSTICK_BUTTON_X,
JOYSTICK_BUTTON_Y,
JOYSTICK_BUTTON_BACK,
JOYSTICK_BUTTON_GUIDE,
JOYSTICK_BUTTON_START,
JOYSTICK_BUTTON_LEFT_STICK,
JOYSTICK_BUTTON_RIGHT_STICK,
JOYSTICK_BUTTON_LEFT_SHOULDER,
JOYSTICK_BUTTON_RIGHT_SHOULDER,
JOYSTICK_BUTTON_DPAD_UP,
JOYSTICK_BUTTON_DPAD_DOWN,
JOYSTICK_BUTTON_DPAD_LEFT,
JOYSTICK_BUTTON_DPAD_RIGHT,
JOYSTICK_BUTTON_DPAD_CENTER
};
/**
* The list of named axes available from a joystick.
*/
enum JoystickAxis {
JOYSTICK_AXIS_LEFT_STICK_X,
JOYSTICK_AXIS_LEFT_STICK_Y,
JOYSTICK_AXIS_RIGHT_STICK_X,
JOYSTICK_AXIS_RIGHT_STICK_Y,
JOYSTICK_AXIS_LEFT_TRIGGER,
JOYSTICK_AXIS_RIGHT_TRIGGER,
JOYSTICK_AXIS_HAT_X,
JOYSTICK_AXIS_HAT_Y
};
/**
* The list named buttons available from a mouse.
*/
enum MouseButton {
MOUSE_BUTTON_LEFT = 0,
MOUSE_BUTTON_RIGHT = 1,
MOUSE_BUTTON_MIDDLE = 2,
MOUSE_WHEEL_UP = 3,
MOUSE_WHEEL_DOWN = 4,
MOUSE_BUTTON_X1 = 5,
MOUSE_BUTTON_X2 = 6
};
/** Used by @ref ArtificialEventSource. */
typedef uint32 CustomEventType;
/**
* 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;
/**
* True if this is a key-down repeat event.
*
* Only valid for EVENT_KEYDOWN events.
*/
bool kbdRepeat;
/**
* 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' refers to the coordinate system of the
* screen area as defined by the most recent call to initSize().
*/
Point mouse;
/** Refers to an event generated by @ref ArtificialEventSource. */
CustomEventType customType;
/** The path of the file or directory dragged to the ScummVM window. */
Common::String path;
/**
* Mouse movement since the last mouse movement event.
*/
Common::Point relMouse;
/**
* Joystick data; only valid for joystick events (EVENT_JOYAXIS_MOTION,
* EVENT_JOYBUTTON_DOWN and EVENT_JOYBUTTON_UP).
*/
JoystickState joystick;
Event() : type(EVENT_INVALID), kbdRepeat(false), customType(0) {
}
};
/**
* Determine whether an event is a mouse event.
*
* Mouse events have valid mouse coordinates.
*/
bool isMouseEvent(const Event &event);
/**
* A source of Events.
*
* An example for this is OSystem, which provides events created by the system
* and/or user.
*/
class EventSource {
public:
virtual ~EventSource();
/**
* Query an event from the source.
*
* @param event Reference to the event struct where the event should be stored.
* @retval true If an event was polled, false otherwise.
*/
virtual bool pollEvent(Event &event) = 0;
/**
* Check 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, mapping is allowed for every event source.
*/
virtual bool allowMapping() const { return true; }
};
/**
* An artificial event source. This class is used as an event source, which is
* made up by client-specific events.
*
* Example use cases for this are the Keymapper or the DefaultEventManager.
*/
class ArtificialEventSource : public EventSource {
protected:
Queue<Event> _artificialEventQueue;
public:
/** Put the specified event into the queue. */
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 that catches and processes Events.
*
* An example for this is the Engine object - it catches events and processes them.
*/
class EventObserver {
public:
virtual ~EventObserver();
/**
* Notify 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.
* A 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 that is incoming.
* @retval true If the event should not be passed to other observers,
* false otherwise.
*/
virtual bool notifyEvent(const Event &event) = 0;
/**
* Notify the observer of pollEvent() query.
*/
virtual void notifyPoll() { }
};
/**
* A event mapper that maps events to others.
*
* An example for this is the Keymapper.
*/
class EventMapper {
public:
virtual ~EventMapper();
/**
* Map an incoming event to one or more action events.
*/
virtual bool mapEvent(const Event &ev, List<Event> &mappedEvents) = 0;
};
/**
* Dispatch events from various sources to various observers.
*
* EventDispatcher uses a priority-based approach. Observers
* with higher priority are notified before observers with
* lower priority. Note that observers might 'eat' events,
* and thus not all observers might be notified.
*
* Another speciality is the support for an event mapper that
* 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();
/**
* Attempt to catch events from the registered event
* sources and dispatch them to the observers.
*
* This dispatches *all* events the sources offer.
*/
void dispatch();
/**
* Clear all events currently in the event queue.
* The cleared events are not dispatched and are simply discarded.
*/
void clearEvents();
/**
* Register a new EventMapper with the dispatcher.
*/
void registerMapper(EventMapper *mapper, bool autoFree);
/**
* Unregister an EventMapper.
*
* This takes the "autoFree" flag passed to registerSource into account.
*/
void unregisterMapper(EventMapper *mapper);
/**
* Register a new EventSource with the Dispatcher.
*/
void registerSource(EventSource *source, bool autoFree);
/**
* Unregister an EventSource.
*
* This takes the "autoFree" flag passed to registerSource into account.
*/
void unregisterSource(EventSource *source);
/**
* Ignore some event sources and don't poll them. This is useful for e.g. the EventRecorder
* where you don't want the other EventSource instances to interfer with the serialized events.
*/
void ignoreSources(bool ignore);
/**
* Register a new EventObserver with the Dispatcher.
*
* @param listenPolls If set, then all pollEvent() calls are passed to the observer.
* Currently, it is used by keyMapper.
*/
void registerObserver(EventObserver *obs, uint priority, bool autoFree, bool listenPolls = false);
/**
* Unregister an EventObserver.
*
* This takes the "autoFree" flag passed to registerObserver into account.
*/
void unregisterObserver(EventObserver *obs);
private:
struct Entry {
bool autoFree;
bool ignore;
};
struct MapperEntry : public Entry {
EventMapper *mapper;
};
List<MapperEntry> _mappers;
struct SourceEntry : public Entry {
EventSource *source;
};
List<SourceEntry> _sources;
struct ObserverEntry : public Entry {
uint priority;
EventObserver *observer;
bool poll;
};
List<ObserverEntry> _observers;
void dispatchEvent(const Event &event);
void dispatchPoll();
};
class Keymap;
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:
virtual ~EventManager();
enum {
LBUTTON = 1 << MOUSE_BUTTON_LEFT,
RBUTTON = 1 << MOUSE_BUTTON_RIGHT
};
/**
* 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.
* @retval true If an event was retrieved.
*/
virtual bool pollEvent(Event &event) = 0;
/**
* Push a "fake" event into the event queue.
*/
virtual void pushEvent(const Event &event) = 0;
/**
* Purge all unprocessed mouse events already in the event queue.
*/
virtual void purgeMouseEvents() = 0;
/**
* Purge all unprocessed keyboard events already in the event queue.
*/
virtual void purgeKeyboardEvents() = 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;
/**
* Whether the application should terminate. Set to true if EVENT_QUIT was received.
*/
virtual int shouldQuit() const = 0;
/**
* Whether to return to the launcher.
*/
virtual int shouldReturnToLauncher() const = 0;
/**
* Reset the "return to launcher" flag (as returned shouldReturnToLauncher()) to false.
* Used when we have returned to the launcher.
*/
virtual void resetReturnToLauncher() = 0;
virtual void resetQuit() = 0;
// 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
/** Return the @ref Keymapper object. */
virtual Keymapper *getKeymapper() = 0;
/** Return the global @ref Keymap object. */
virtual Keymap *getGlobalKeymap() = 0;
enum {
/**
* Priority of the event manager. For now, it is lowest since it eats
* *all* events. This might be changed in the future though.
*/
kEventManPriority = 0,
/**
* Priority of the event recorder. It must go after the event manager
* in order to record events generated by it.
*/
kEventRecorderPriority = 1,
/**
* Priority of the remap dialog. It must go first to capture all
* the events before they are consumed by other observers.
*/
kEventRemapperPriority = 999
};
/**
* Return the underlying EventDispatcher.
*/
EventDispatcher *getEventDispatcher() { return &_dispatcher; }
protected:
EventDispatcher _dispatcher;
};
/**
* Wrap an event source so the key-down events are repeated while
* keys are held down.
*
* Does not take ownership of the wrapped EventSource.
*/
EventSource *makeKeyboardRepeatingEventSource(EventSource *eventSource);
/** @} */
} // End of namespace Common
#endif