scummvm/engines/lab/eventman.h
2015-12-29 10:48:26 +01:00

132 lines
3.1 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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#ifndef LAB_EVENTMAN_H
#define LAB_EVENTMAN_H
#include "common/events.h"
namespace Lab {
class LabEngine;
class Image;
struct IntuiMessage {
MessageClass _msgClass;
uint16 _code; // KeyCode or Button Id
uint16 _qualifier;
Common::Point _mouse;
};
struct Button {
uint16 _x, _y, _buttonId;
Common::KeyCode _keyEquiv; // the key which activates this button
bool _isEnabled;
Image *_image, *_altImage;
};
typedef Common::List<Button *> ButtonList;
class EventManager {
private:
LabEngine *_vm;
bool _leftClick;
bool _rightClick;
Button *_hitButton;
Button *_lastButtonHit;
ButtonList *_screenButtonList;
Common::Point _mousePos;
Common::KeyState _keyPressed;
private:
/**
* Checks whether or not the cords fall within one of the buttons in a list
* of buttons.
*/
Button *checkButtonHit(ButtonList *buttonList, Common::Point pos);
/**
* Checks whether or not the coords fall within one of the buttons in a list
* of buttons.
*/
Button *checkNumButtonHit(ButtonList *buttonList, Common::KeyCode key);
public:
EventManager (LabEngine *vm);
void attachButtonList(ButtonList *buttonList);
Button *createButton(uint16 x, uint16 y, uint16 id, Common::KeyCode key, Image *image, Image *altImage);
void toggleButton(Button *button, uint16 penColor, bool enable);
/**
* Draws a button list to the screen.
*/
void drawButtonList(ButtonList *buttonList);
void freeButtonList(ButtonList *buttonList);
Button *getButton(uint16 id);
IntuiMessage *getMsg();
/**
* Initializes the mouse.
*/
void initMouse();
/**
* Shows the mouse.
*/
void mouseShow();
/**
* Hides the mouse.
*/
void mouseHide();
void processInput();
/**
* Moves the mouse to new co-ordinates.
*/
void setMousePos(Common::Point pos);
void updateMouse();
Common::Point updateAndGetMousePos();
/**
* Simulates an event for the game main loop, when a game is
* loaded or when the user teleports to a scene
*/
void simulateEvent();
};
} // End of namespace Lab
#endif // LAB_EVENTMAN_H