scummvm/engines/xeen/events.h
2018-02-06 21:43:50 -05:00

146 lines
3.5 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 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 XEEN_EVENTS_H
#define XEEN_EVENTS_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/queue.h"
#include "xeen/sprites.h"
namespace Xeen {
#define GAME_FRAME_RATE (1000 / 50)
#define GAME_FRAME_TIME 50
class XeenEngine;
class EventsManager {
private:
XeenEngine *_vm;
uint32 _frameCounter;
uint32 _priorFrameCounterTime;
uint32 _gameCounter;
uint32 _gameCounters[6];
uint32 _playTime;
Common::Queue<Common::KeyState> _keys;
SpriteResource _sprites;
/**
* Handles moving to the next game frame
*/
void nextFrame();
public:
bool _leftButton, _rightButton;
Common::Point _mousePos;
public:
EventsManager(XeenEngine *vm);
~EventsManager();
/*
* Set the cursor
*/
void setCursor(int cursorId);
/**
* Show the mouse cursor
*/
void showCursor();
/**
* Hide the mouse cursor
*/
void hideCursor();
/**
* Returns if the mouse cursor is visible
*/
bool isCursorVisible();
void pollEvents();
void pollEventsAndWait();
void clearEvents();
void debounceMouse();
bool getKey(Common::KeyState &key);
bool isKeyPending() const;
/**
* Returns true if a key or mouse press is pending
*/
bool isKeyMousePressed();
void updateGameCounter() { _gameCounter = _frameCounter; }
void timeMark1() { _gameCounters[1] = _frameCounter; }
void timeMark2() { _gameCounters[2] = _frameCounter; }
void timeMark3() { _gameCounters[3] = _frameCounter; }
void timeMark4() { _gameCounters[4] = _frameCounter; }
void timeMark5() { _gameCounters[5] = _frameCounter; }
uint32 timeElapsed() const { return _frameCounter - _gameCounter; }
uint32 timeElapsed1() const { return _frameCounter - _gameCounters[1]; }
uint32 timeElapsed2() const { return _frameCounter - _gameCounters[2]; }
uint32 timeElapsed3() const { return _frameCounter - _gameCounters[3]; }
uint32 timeElapsed4() const { return _frameCounter - _gameCounters[4]; }
uint32 timeElapsed5() const { return _frameCounter - _gameCounters[5]; }
uint32 getTicks() { return _frameCounter; }
uint32 playTime() const { return _playTime; }
void setPlayTime(uint32 time) { _playTime = time; }
bool wait(uint numFrames, bool interruptable = true);
/**
* Pause for a set amount
*/
void ipause(uint amount);
/**
* Pauses a set amount past the previous call to timeMark5
*/
void ipause5(uint amount);
/**
* Waits for a key or mouse press, animating the 3d view in the background
*/
void waitForPressAnimated();
/**
* Waits for a key or mouse press
*/
void waitForPress();
};
class GameEvent {
public:
GameEvent();
};
} // End of namespace Xeen
#endif /* XEEN_EVENTS_H */