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https://github.com/libretro/scummvm.git
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134 lines
3.0 KiB
C++
134 lines
3.0 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef PARALLACTION_INPUT_H
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#define PARALLACTION_INPUT_H
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#include "common/keyboard.h"
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#include "parallaction/objects.h"
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#include "parallaction/inventory.h"
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namespace Parallaction {
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enum {
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kMouseNone = 0,
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kMouseLeftUp = 1,
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kMouseLeftDown = 2,
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kMouseRightUp = 4,
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kMouseRightDown = 8
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};
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enum MouseTriState {
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MOUSE_ENABLED_SHOW,
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MOUSE_ENABLED_HIDE,
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MOUSE_DISABLED
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};
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class Input {
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int updateGameInput();
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bool _hasKeyPressEvent;
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Common::KeyState _keyPressed;
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bool _hasDelayedAction; // actived when the character needs to move before taking an action
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ZonePtr _delayedActionZone;
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int16 _transCurrentHoverItem;
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void translateInput();
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bool translateGameInput();
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bool updateInventoryInput();
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void takeAction(ZonePtr z);
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void walkTo(const Common::Point &dest);
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Parallaction *_vm;
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Common::Point _mousePos;
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uint16 _mouseButtons;
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ZonePtr _hoverZone;
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void enterInventoryMode();
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void exitInventoryMode();
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int _gameType;
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static byte _resMouseArrow_NS[256];
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static byte _resMouseArrow_BR_Amiga[512];
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Frames *_mouseArrow;
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Frames *_comboArrow;
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Frames *_dinoCursor;
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Frames *_dougCursor;
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Frames *_donnaCursor;
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void initCursors();
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public:
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enum {
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kInputModeGame = 0,
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kInputModeComment = 1,
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kInputModeDialogue = 2,
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kInputModeInventory = 3,
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kInputModeMenu = 4
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};
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Input(Parallaction *vm);
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virtual ~Input();
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void getAbsoluteCursorPos(Common::Point& p) const;
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void getCursorPos(Common::Point& p) const {
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p = _mousePos;
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}
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void setCursorPos(const Common::Point& p) {
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_mousePos = p;
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}
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int _inputMode;
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InventoryItem _activeItem;
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void readInput();
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int updateInput();
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void trackMouse(ZonePtr z);
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void waitForButtonEvent(uint32 buttonEventMask, int32 timeout = -1);
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uint32 getLastButtonEvent() { return _mouseButtons; }
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bool getLastKeyDown(uint16 &ascii);
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void stopHovering();
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MouseTriState _mouseState;
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void setMouseState(MouseTriState state);
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MouseTriState getMouseState();
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bool isMouseEnabled();
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void setArrowCursor();
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void setInventoryCursor(ItemName name);
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};
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} // namespace Parallaction
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#endif
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