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![Kaloyan Chehlarski](/assets/img/avatar_default.png)
The original engine allowed players to go to the main menu via the Esc button, but only when they were in the Scene state. This is now implemented here as well.
107 lines
2.8 KiB
C++
107 lines
2.8 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NANCY_INPUT_H
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#define NANCY_INPUT_H
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#include "engines/nancy/commontypes.h"
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#include "common/rect.h"
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#include "common/keyboard.h"
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namespace Common {
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class Keymap;
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typedef class Array<Keymap *> KeymapArray;
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}
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namespace Nancy {
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namespace State {
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class State;
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}
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struct NancyInput {
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enum InputType : uint16 {
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kLeftMouseButtonDown = 1 << 0,
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kLeftMouseButtonHeld = 1 << 1,
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kLeftMouseButtonUp = 1 << 2,
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kRightMouseButtonDown = 1 << 3,
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kRightMouseButtonHeld = 1 << 4,
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kRightMouseButtonUp = 1 << 5,
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kMoveUp = 1 << 6,
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kMoveDown = 1 << 7,
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kMoveLeft = 1 << 8,
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kMoveRight = 1 << 9,
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kMoveFastModifier = 1 << 10,
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kOpenMainMenu = 1 << 11,
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kLeftMouseButton = kLeftMouseButtonDown | kLeftMouseButtonHeld | kLeftMouseButtonUp,
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kRightMouseButton = kRightMouseButtonDown | kRightMouseButtonHeld | kRightMouseButtonUp
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};
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Common::Point mousePos;
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uint16 input;
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Common::Array<Common::KeyState> otherKbdInput;
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void eatMouseInput() { mousePos.x = -1; input &= ~(kLeftMouseButton | kRightMouseButton); }
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};
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// This class handles collecting events and translating them to a NancyInput object,
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// which can then be pulled by interested classes through getInput()
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class InputManager {
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friend class NancyConsole;
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enum NancyAction {
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kNancyActionMoveUp,
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kNancyActionMoveDown,
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kNancyActionMoveLeft,
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kNancyActionMoveRight,
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kNancyActionMoveFast,
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kNancyActionLeftClick,
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kNancyActionRightClick,
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kNancyActionOpenMainMenu
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};
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public:
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InputManager() :
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_inputs(0),
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_mouseEnabled(true),
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_inputBeginState(NancyState::kNone) {}
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void processEvents();
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NancyInput getInput() const;
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void forceCleanInput();
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void setMouseInputEnabled(bool enabled) { _mouseEnabled = enabled; }
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static void initKeymaps(Common::KeymapArray &keymaps);
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private:
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uint16 _inputs;
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Common::Array<Common::KeyState> _otherKbdInput;
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bool _mouseEnabled;
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NancyState::NancyState _inputBeginState;
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};
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} // End of namespace Nancy
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#endif // NANCY_INPUT_H
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