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https://github.com/libretro/scummvm.git
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765f976008
* Removed old timer routines. svn-id: r32135
115 lines
2.7 KiB
C++
115 lines
2.7 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 PARALLACTION_INPUT_H
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#define PARALLACTION_INPUT_H
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#include "parallaction/objects.h"
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#include "parallaction/inventory.h"
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namespace Parallaction {
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enum {
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kMouseNone = 0,
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kMouseLeftUp = 1,
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kMouseLeftDown = 2,
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kMouseRightUp = 4,
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kMouseRightDown = 8
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};
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struct InputData {
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uint16 _event;
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Common::Point _mousePos;
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int16 _inventoryIndex;
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ZonePtr _zone;
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Label* _label;
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};
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class Input {
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void updateGameInput();
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void updateCommentInput();
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// input-only
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InputData _inputData;
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bool _actionAfterWalk; // actived when the character needs to move before taking an action
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// these two could/should be merged as they carry on the same duty in two member functions,
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// respectively processInput and translateInput
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int16 _transCurrentHoverItem;
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InputData *translateInput();
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bool translateGameInput();
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bool translateInventoryInput();
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Parallaction *_vm;
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Common::Point _mousePos;
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uint16 _mouseButtons;
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bool _mouseHidden;
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ZonePtr _hoverZone;
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public:
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enum {
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kInputModeGame = 0,
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kInputModeComment = 1
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};
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Input(Parallaction *vm) : _vm(vm) {
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_transCurrentHoverItem = 0;
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_actionAfterWalk = false; // actived when the character needs to move before taking an action
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_mouseHidden = false;
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_activeItem._index = 0;
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_activeItem._id = 0;
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_mouseButtons = 0;
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}
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virtual ~Input() { }
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void showCursor(bool visible);
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void getCursorPos(Common::Point& p) {
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p = _mousePos;
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}
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int _inputMode;
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InventoryItem _activeItem;
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uint16 readInput();
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InputData* updateInput();
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void waitUntilLeftClick();
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void waitForButtonEvent(uint32 buttonEventMask, int32 timeout = -1);
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uint32 getLastButtonEvent() { return _mouseButtons; }
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void stopHovering() {
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_hoverZone = nullZonePtr;
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}
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};
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} // namespace Parallaction
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#endif
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