mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-12 03:56:20 +00:00
386c5659ec
Fixes GUI events leaking into engines at startup. This caused Phantasmagoria 1 to skip its introduction if the game was started from the ScummVM GUI with a keyboard (Enter) but not with a mouse because the key-down event started the engine and the key-up event remained in the queue. This also purges and mouse events since we happen to already have a purgeMouseEvents() method. We may want to also clear joystick inputs, or possibly the entire event queue, but that can be done after the upcoming release. For now, the known bug is fixed.
578 lines
14 KiB
C++
578 lines
14 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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*
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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, 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 COMMON_EVENTS_H
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#define COMMON_EVENTS_H
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#include "common/keyboard.h"
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#include "common/queue.h"
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#include "common/rect.h"
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#include "common/noncopyable.h"
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#include "common/list.h"
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#include "common/singleton.h"
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namespace Common {
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/**
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* @defgroup common_events Events
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* @ingroup common
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*
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* @brief The types of events backends may generate.
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*
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* @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
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* likewise EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
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* To do that, we just have to add a field to the Event which
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* indicates which button was pressed.
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* @{
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*/
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enum EventType {
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EVENT_INVALID = 0,
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/** A key was pressed, details in Event::kbd. */
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EVENT_KEYDOWN = 1,
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/** A key was released, details in Event::kbd. */
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EVENT_KEYUP = 2,
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/** The mouse moved, details in Event::mouse. */
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EVENT_MOUSEMOVE = 3,
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EVENT_LBUTTONDOWN = 4,
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EVENT_LBUTTONUP = 5,
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EVENT_RBUTTONDOWN = 6,
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EVENT_RBUTTONUP = 7,
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EVENT_WHEELUP = 8,
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EVENT_WHEELDOWN = 9,
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EVENT_MBUTTONDOWN = 13,
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EVENT_MBUTTONUP = 14,
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EVENT_MAINMENU = 15,
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EVENT_RETURN_TO_LAUNCHER = 16,
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EVENT_MUTE = 17,
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EVENT_QUIT = 10,
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EVENT_SCREEN_CHANGED = 11,
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/** The input devices have changed, input-related configuration must be reapplied. */
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EVENT_INPUT_CHANGED = 35,
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/**
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* The backend requests the AGI engine's predictive dialog to be shown.
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*
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* @todo Fingolfin suggests that it would be of better value to expand
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* on this notion by generalizing its use. For example the backend could
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* use events to ask for the save game dialog or to pause the engine.
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* An associated enumerated type can accomplish this.
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**/
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EVENT_PREDICTIVE_DIALOG = 12,
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EVENT_CUSTOM_BACKEND_ACTION_START = 18,
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EVENT_CUSTOM_BACKEND_ACTION_END = 19,
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EVENT_CUSTOM_BACKEND_ACTION_AXIS = 34,
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EVENT_CUSTOM_ENGINE_ACTION_START = 20,
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EVENT_CUSTOM_ENGINE_ACTION_END = 21,
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#ifdef ENABLE_VKEYBD
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EVENT_VIRTUAL_KEYBOARD = 22,
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#endif
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EVENT_DROP_FILE = 23,
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EVENT_JOYAXIS_MOTION = 24,
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EVENT_JOYBUTTON_DOWN = 25,
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EVENT_JOYBUTTON_UP = 26,
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EVENT_CLIPBOARD_UPDATE = 27,
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EVENT_CUSTOM_BACKEND_HARDWARE = 28,
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EVENT_DEBUGGER = 29,
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/**
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* Additional mouse events, details in Event::mouse.
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*
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* Note that X1 and X2 are usually back and forward, however
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* this cannot be guaranteed on all platforms.
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*/
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EVENT_X1BUTTONDOWN = 30,
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EVENT_X1BUTTONUP = 31,
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EVENT_X2BUTTONDOWN = 32,
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EVENT_X2BUTTONUP = 33,
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/** ScummVM has gained or lost focus. */
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EVENT_FOCUS_GAINED = 36,
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EVENT_FOCUS_LOST = 37
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};
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const int16 JOYAXIS_MIN = -32768;
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const int16 JOYAXIS_MAX = 32767;
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/**
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* Data structure for joystick events.
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*/
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struct JoystickState {
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/** The axis for EVENT_JOYAXIS_MOTION events. */
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byte axis;
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/** The new axis position for EVENT_JOYAXIS_MOTION events. */
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int16 position;
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/**
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* The button index for EVENT_JOYBUTTON_DOWN/UP events.
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*
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* Some of the button indices match well-known game controller
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* buttons. See JoystickButton.
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*/
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uint8 button;
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JoystickState() : axis(0), position(0), button(0) {}
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};
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/**
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* The list of named buttons available from a joystick.
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*/
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enum JoystickButton {
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JOYSTICK_BUTTON_A,
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JOYSTICK_BUTTON_B,
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JOYSTICK_BUTTON_X,
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JOYSTICK_BUTTON_Y,
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JOYSTICK_BUTTON_BACK,
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JOYSTICK_BUTTON_GUIDE,
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JOYSTICK_BUTTON_START,
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JOYSTICK_BUTTON_LEFT_STICK,
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JOYSTICK_BUTTON_RIGHT_STICK,
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JOYSTICK_BUTTON_LEFT_SHOULDER,
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JOYSTICK_BUTTON_RIGHT_SHOULDER,
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JOYSTICK_BUTTON_DPAD_UP,
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JOYSTICK_BUTTON_DPAD_DOWN,
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JOYSTICK_BUTTON_DPAD_LEFT,
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JOYSTICK_BUTTON_DPAD_RIGHT
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};
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/**
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* The list of named axes available from a joystick.
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*/
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enum JoystickAxis {
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JOYSTICK_AXIS_LEFT_STICK_X,
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JOYSTICK_AXIS_LEFT_STICK_Y,
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JOYSTICK_AXIS_RIGHT_STICK_X,
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JOYSTICK_AXIS_RIGHT_STICK_Y,
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JOYSTICK_AXIS_LEFT_TRIGGER,
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JOYSTICK_AXIS_RIGHT_TRIGGER
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};
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/**
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* The list named buttons available from a mouse.
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*/
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enum MouseButton {
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MOUSE_BUTTON_LEFT = 0,
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MOUSE_BUTTON_RIGHT = 1,
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MOUSE_BUTTON_MIDDLE = 2,
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MOUSE_WHEEL_UP = 3,
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MOUSE_WHEEL_DOWN = 4,
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MOUSE_BUTTON_X1 = 5,
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MOUSE_BUTTON_X2 = 6
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};
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/** Used by @ref ArtificialEventSource. */
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typedef uint32 CustomEventType;
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/**
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* Data structure for an event. A pointer to an instance of Event
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* can be passed to pollEvent.
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*/
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struct Event {
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/** The type of the event. */
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EventType type;
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/**
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* True if this is a key-down repeat event.
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*
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* Only valid for EVENT_KEYDOWN events.
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*/
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bool kbdRepeat;
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/**
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* Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
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* EVENT_KEYUP). For all other event types, content is undefined.
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*/
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KeyState kbd;
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/**
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* The mouse coordinates, in virtual screen coordinates. Only valid
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* for mouse events.
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* 'Virtual screen coordinates' refers to the coordinate system of the
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* screen area as defined by the most recent call to initSize().
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*/
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Point mouse;
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/** Refers to an event generated by @ref ArtificialEventSource. */
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CustomEventType customType;
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/** The path of the file or directory dragged to the ScummVM window. */
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Common::String path;
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/**
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* Mouse movement since the last mouse movement event.
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*/
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Common::Point relMouse;
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/**
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* Joystick data; only valid for joystick events (EVENT_JOYAXIS_MOTION,
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* EVENT_JOYBUTTON_DOWN and EVENT_JOYBUTTON_UP).
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*/
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JoystickState joystick;
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Event() : type(EVENT_INVALID), kbdRepeat(false), customType(0) {
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}
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};
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/**
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* Determine whether an event is a mouse event.
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*
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* Mouse events have valid mouse coordinates.
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*/
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bool isMouseEvent(const Event &event);
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/**
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* A source of Events.
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*
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* An example for this is OSystem, which provides events created by the system
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* and/or user.
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*/
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class EventSource {
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public:
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virtual ~EventSource();
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/**
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* Query an event from the source.
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*
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* @param event Reference to the event struct where the event should be stored.
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* @retval true If an event was polled, false otherwise.
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*/
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virtual bool pollEvent(Event &event) = 0;
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/**
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* Check whether events from this source are allowed to be mapped.
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*
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* Possible event sources not allowing mapping are: the event recorder/player and/or
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* the EventManager, which allows user events to be pushed.
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*
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* By default, mapping is allowed for every event source.
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*/
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virtual bool allowMapping() const { return true; }
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};
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/**
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* An artificial event source. This class is used as an event source, which is
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* made up by client-specific events.
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*
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* Example use cases for this are the Keymapper or the DefaultEventManager.
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*/
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class ArtificialEventSource : public EventSource {
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protected:
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Queue<Event> _artificialEventQueue;
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public:
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/** Put the specified event into the queue. */
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void addEvent(const Event &ev) {
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_artificialEventQueue.push(ev);
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}
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bool pollEvent(Event &ev) {
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if (!_artificialEventQueue.empty()) {
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ev = _artificialEventQueue.pop();
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return true;
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} else {
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return false;
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}
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}
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/**
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* By default, an artificial event source prevents its events
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* from being mapped.
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*/
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virtual bool allowMapping() const { return false; }
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};
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/**
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* Object that catches and processes Events.
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*
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* An example for this is the Engine object - it catches events and processes them.
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*/
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class EventObserver {
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public:
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virtual ~EventObserver();
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/**
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* Notify the observer of an incoming event.
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*
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* An observer is supposed to 'eat' the event, with returning true, when
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* it wants to prevent other observers from receiving the event.
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* A usage example here is the keymapper:
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* If it processes an Event, it should 'eat' it and create a new
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* event, which the EventDispatcher will then catch.
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*
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* @param event The event that is incoming.
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* @retval true If the event should not be passed to other observers,
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* false otherwise.
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*/
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virtual bool notifyEvent(const Event &event) = 0;
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/**
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* Notify the observer of pollEvent() query.
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*/
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virtual void notifyPoll() { }
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};
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/**
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* A event mapper that maps events to others.
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*
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* An example for this is the Keymapper.
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*/
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class EventMapper {
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public:
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virtual ~EventMapper();
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/**
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* Map an incoming event to one or more action events.
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*/
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virtual List<Event> mapEvent(const Event &ev) = 0;
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};
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/**
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* Dispatch events from various sources to various observers.
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*
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* EventDispatcher uses a priority-based approach. Observers
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* with higher priority are notified before observers with
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* lower priority. Note that observers might 'eat' events,
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* and thus not all observers might be notified.
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*
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* Another speciality is the support for an event mapper that
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* will catch events and create new events out of them. This
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* mapper will be processed before an event is sent to the
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* observers.
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*/
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class EventDispatcher {
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public:
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EventDispatcher();
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~EventDispatcher();
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/**
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* Attempt to catch events from the registered event
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* sources and dispatch them to the observers.
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*
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* This dispatches *all* events the sources offer.
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*/
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void dispatch();
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/**
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* Clear all events currently in the event queue.
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* The cleared events are not dispatched and are simply discarded.
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*/
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void clearEvents();
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/**
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* Register an event mapper with the dispatcher.
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*/
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void registerMapper(EventMapper *mapper);
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/**
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* Register a new EventSource with the Dispatcher.
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*/
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void registerSource(EventSource *source, bool autoFree);
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/**
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* Unregister an EventSource.
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*
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* This takes the "autoFree" flag passed to registerSource into account.
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*/
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void unregisterSource(EventSource *source);
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/**
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* Ignore some event sources and don't poll them. This is useful for e.g. the EventRecorder
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* where you don't want the other EventSource instances to interfer with the serialized events.
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*/
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void ignoreSources(bool ignore);
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/**
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* Register a new EventObserver with the Dispatcher.
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*
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* @param listenPolls If set, then all pollEvent() calls are passed to the observer.
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* Currently, it is used by keyMapper.
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*/
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void registerObserver(EventObserver *obs, uint priority, bool autoFree, bool listenPolls = false);
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/**
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* Unregister an EventObserver.
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*
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* This takes the "autoFree" flag passed to registerObserver into account.
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*/
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void unregisterObserver(EventObserver *obs);
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private:
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EventMapper *_mapper;
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struct Entry {
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bool autoFree;
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bool ignore;
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};
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struct SourceEntry : public Entry {
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EventSource *source;
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};
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List<SourceEntry> _sources;
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struct ObserverEntry : public Entry {
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uint priority;
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EventObserver *observer;
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bool poll;
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};
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List<ObserverEntry> _observers;
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void dispatchEvent(const Event &event);
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void dispatchPoll();
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};
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class Keymap;
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class Keymapper;
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/**
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* The EventManager provides user input events to the client code.
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* In addition, it keeps track of the state of various input devices,
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* like keys, mouse position, and buttons.
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*/
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class EventManager : NonCopyable {
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public:
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virtual ~EventManager();
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enum {
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LBUTTON = 1 << MOUSE_BUTTON_LEFT,
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RBUTTON = 1 << MOUSE_BUTTON_RIGHT
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};
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/**
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* Initialize the event manager.
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* @note Called after graphics system has been set up.
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*/
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virtual void init() {}
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/**
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* Get the next event in the event queue.
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* @param event Point to an Event struct, which will be filled with the event data.
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* @retval true If an event was retrieved.
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*/
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virtual bool pollEvent(Event &event) = 0;
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/**
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* Push a "fake" event into the event queue.
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*/
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virtual void pushEvent(const Event &event) = 0;
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/**
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* Purge all unprocessed mouse events already in the event queue.
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*/
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virtual void purgeMouseEvents() = 0;
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/**
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* Purge all unprocessed keyboard events already in the event queue.
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*/
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virtual void purgeKeyboardEvents() = 0;
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/** Return the current mouse position. */
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virtual Point getMousePos() const = 0;
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/**
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* Return a bitmask with the button states:
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* - bit 0: left button up=0, down=1
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* - bit 1: right button up=0, down=1
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*/
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virtual int getButtonState() const = 0;
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/** Get a bitmask with the current modifier state. */
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virtual int getModifierState() const = 0;
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/**
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* Whether the application should terminate. Set to true if EVENT_QUIT was received.
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*/
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virtual int shouldQuit() const = 0;
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/**
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* Whether to return to the launcher.
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*/
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virtual int shouldReturnToLauncher() const = 0;
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/**
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* Reset the "return to launcher" flag (as returned shouldReturnToLauncher()) to false.
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* Used when we have returned to the launcher.
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*/
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virtual void resetReturnToLauncher() = 0;
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virtual void resetQuit() = 0;
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// Optional: check whether a given key is currently pressed ????
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//virtual bool isKeyPressed(int keycode) = 0;
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// TODO: Keyboard repeat support?
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// TODO: Consider removing OSystem::getScreenChangeID and
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// replacing it by a generic getScreenChangeID method here
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/** Return the @ref Keymapper object. */
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virtual Keymapper *getKeymapper() = 0;
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/** Return the global @ref Keymap object. */
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virtual Keymap *getGlobalKeymap() = 0;
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enum {
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/**
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* Priority of the event manager. For now, it is lowest since it eats
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* *all* events. This might be changed in the future though.
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*/
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kEventManPriority = 0,
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/**
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* Priority of the event recorder. It must go after the event manager
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* in order to record events generated by it.
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*/
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kEventRecorderPriority = 1,
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/**
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* Priority of the remap dialog. It must go first to capture all
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* the events before they are consumed by other observers.
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*/
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kEventRemapperPriority = 999
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};
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/**
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* Return the underlying EventDispatcher.
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*/
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EventDispatcher *getEventDispatcher() { return &_dispatcher; }
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protected:
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|
EventDispatcher _dispatcher;
|
|
};
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|
|
|
/**
|
|
* Wrap an event source so the key-down events are repeated while
|
|
* keys are held down.
|
|
*
|
|
* Does not take ownership of the wrapped EventSource.
|
|
*/
|
|
EventSource *makeKeyboardRepeatingEventSource(EventSource *eventSource);
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|
|
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/** @} */
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|
|
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} // End of namespace Common
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|
|
|
#endif
|