mirror of
https://github.com/libretro/scummvm.git
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217 lines
4.8 KiB
C++
217 lines
4.8 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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*
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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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*
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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 SHERLOCK_EVENTS_H
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#define SHERLOCK_EVENTS_H
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#include "common/scummsys.h"
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#include "common/events.h"
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#include "common/queue.h"
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#include "sherlock/image_file.h"
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namespace Sherlock {
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#define GAME_FRAME_RATE 30
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#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
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enum CursorId { ARROW = 0, MAGNIFY = 1, WAIT = 2, EXIT_ZONES_START = 5, INVALID_CURSOR = -1 };
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class SherlockEngine;
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class Events {
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private:
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SherlockEngine *_vm;
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uint32 _frameCounter;
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uint32 _priorFrameTime;
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ImageFile *_cursorImages;
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int _mouseButtons;
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Common::Point _mousePos;
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int _waitCounter;
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uint _frameRate;
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/**
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* Check whether it's time to display the next screen frame
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*/
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bool checkForNextFrameCounter();
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public:
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CursorId _cursorId;
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bool _pressed;
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bool _released;
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bool _rightPressed;
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bool _rightReleased;
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bool _oldButtons;
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bool _oldRightButton;
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bool _firstPress;
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Common::Queue<Common::KeyState> _pendingKeys;
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Common::Point _hotspotPos;
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public:
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Events(SherlockEngine *vm);
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~Events();
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/**
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* Load a set of cursors from the specified file
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*/
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void loadCursors(const Common::Path &filename);
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/**
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* Set the cursor to show
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*/
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void setCursor(CursorId cursorId);
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/**
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* Set the cursor to show from a passed frame
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*/
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void setCursor(const Graphics::Surface &src, int hotspotX = 0, int hotspotY = 0);
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/**
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* Set both a standard cursor as well as an inventory item above it
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*/
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void setCursor(CursorId cursorId, const Common::Point &cursorPos, const Graphics::Surface &surface);
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/**
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* Animates the mouse cursor if the Wait cursor is showing
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*/
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void animateCursorIfNeeded();
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/**
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* Show the mouse cursor
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*/
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void showCursor();
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/**
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* Hide the mouse cursor
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*/
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void hideCursor();
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/**
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* Returns the cursor
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*/
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CursorId getCursor() const;
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/**
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* Returns true if the mouse cursor is visible
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*/
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bool isCursorVisible() const;
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/**
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* Check for any pending events
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*/
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void pollEvents();
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/**
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* Poll for events and introduce a small delay, to allow the system to
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* yield to other running programs
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*/
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void pollEventsAndWait();
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/**
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* Move the mouse cursor
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*/
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void warpMouse(const Common::Point &pt);
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/**
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* Move the mouse cursor to the center of the screen
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*/
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void warpMouse();
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/**
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* Get the current mouse position
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*/
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Common::Point screenMousePos() const { return _mousePos; }
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/**
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* Get the current mouse position within the scene, adjusted by the scroll position
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*/
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Common::Point mousePos() const;
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/**
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* Override the default frame rate
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*/
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void setFrameRate(int newRate);
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/**
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* Toggle between standard game speed and an "extra fast" mode
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*/
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void toggleSpeed();
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/**
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* Return the current game frame number
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*/
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uint32 getFrameCounter() const { return _frameCounter; }
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/**
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* Returns true if there's a pending keyboard key
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*/
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bool kbHit() const { return !_pendingKeys.empty(); }
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/**
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* Get a pending keypress
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*/
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Common::KeyState getKey();
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/**
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* Clear any current keypress or mouse click
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*/
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void clearEvents();
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/**
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* Clear any pending keyboard inputs
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*/
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void clearKeyboard();
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/**
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* Delay for a given number of game frames, where each frame is 1/60th of a second
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*/
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void wait(int numFrames);
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/**
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* Does a delay of the specified number of milliseconds
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*/
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bool delay(uint32 time, bool interruptable = false);
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/**
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* Sets the pressed and released button flags on the raw button state previously set in pollEvents calls.
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* @remarks The events manager has separate variables for the raw immediate and old button state
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* versus the current buttons states for the frame. This method is expected to be called only once
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* per game frame
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*/
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void setButtonState();
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/**
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* Checks to see to see if a key or a mouse button is pressed.
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*/
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bool checkInput();
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/**
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* Increment the wait counter
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*/
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void incWaitCounter();
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/**
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* Decrement the wait counter
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*/
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void decWaitCounter();
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};
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} // End of namespace Sherlock
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#endif /* SHERLOCK_EVENTS_H */
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