scummvm/backends/events/sdl/sdl-events.h
Johannes Schickel 04ab0e58b4 SDL: Take advantage of SdlGraphicsManager.
This gets rid of the hacks, where SdlEventSource added events with custom type
numbers to pass SDL_VIDEOEXPOSE and SDL_VIDEORESIZE to the graphics manager.

Furthermore it get rids of the uninituitive and hard to trace way of assigning
the proper mouse coordinates to mouse related events. Formerly it passed the
real screen coordinates through the even dispatching api to the graphics
manager (at least hopefully ;-) and let that handle creating a new event with
the proper coordinates. Now instead SdlEventSource handles the proper
coordinate setup itself.

Since this is a behavior change and I can not test all the SDL based small
devices ports this commit might break compilation for them and more serve it
might also break mouse position behavior. If any of that occurs I am sorry
about it.
2011-08-09 00:03:11 +02:00

147 lines
4.1 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 BACKEND_EVENTS_SDL_H
#define BACKEND_EVENTS_SDL_H
#include "backends/platform/sdl/sdl-sys.h"
#include "backends/graphics/sdl/sdl-graphics.h"
#include "common/events.h"
/**
* The SDL event source.
*/
class SdlEventSource : public Common::EventSource {
public:
SdlEventSource();
virtual ~SdlEventSource();
void setGraphicsManager(SdlGraphicsManager *gMan) { _graphicsManager = gMan; }
/**
* Gets and processes SDL events.
*/
virtual bool pollEvent(Common::Event &event);
/**
* Resets keyboard emulation after a video screen change
*/
virtual void resetKeyboadEmulation(int16 x_max, int16 y_max);
/**
* Toggles mouse input grab
*/
virtual void toggleMouseGrab();
protected:
/** @name Keyboard mouse emulation
* Disabled by fingolfin 2004-12-18.
* I am keeping the rest of the code in for now, since the joystick
* code (or rather, "hack") uses it, too.
*/
//@{
struct KbdMouse {
int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count;
uint32 last_time, delay_time, x_down_time, y_down_time;
};
KbdMouse _km;
//@}
/** Scroll lock state - since SDL doesn't track it */
bool _scrollLock;
/** Joystick */
SDL_Joystick *_joystick;
/** Last screen id for checking if it was modified */
int _lastScreenID;
/**
* The associated graphics manager.
*/
SdlGraphicsManager *_graphicsManager;
/**
* Pre process an event before it is dispatched.
*/
virtual void preprocessEvents(SDL_Event *event) {}
/**
* Dispatchs SDL events for each handler.
*/
virtual bool dispatchSDLEvent(SDL_Event &ev, Common::Event &event);
/** @name Event Handlers
* Handlers for specific SDL events, called by SdlEventSource::dispatchSDLEvent().
* This way, if a managers inherits fromt this SDL events manager, it can
* change the behavior of only a single event, without having to override all
* of SdlEventSource::dispatchSDLEvent().
*/
//@{
virtual bool handleKeyDown(SDL_Event &ev, Common::Event &event);
virtual bool handleKeyUp(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseMotion(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseButtonDown(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseButtonUp(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyButtonDown(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyButtonUp(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyAxisMotion(SDL_Event &ev, Common::Event &event);
virtual void handleKbdMouse();
//@}
/**
* Assigns the mouse coords to the mouse event. Furthermore notify the
* graphics manager about the position change.
*/
virtual void processMouseEvent(Common::Event &event, int x, int y);
/**
* Remaps key events. This allows platforms to configure
* their custom keys.
*/
virtual bool remapKey(SDL_Event &ev, Common::Event &event);
/**
* Maps the ASCII value of key
*/
virtual int mapKey(SDLKey key, SDLMod mod, Uint16 unicode);
/**
* Configures the key modifiers flags status
*/
virtual void SDLModToOSystemKeyFlags(SDLMod mod, Common::Event &event);
/**
* Translates SDL key codes to OSystem key codes
*/
Common::KeyCode SDLToOSystemKeycode(const SDLKey key);
};
#endif