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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifndef PARALLACTION_INPUT_H
+#define PARALLACTION_INPUT_H
+
+#include "parallaction/objects.h"
+#include "parallaction/inventory.h"
+
+namespace Parallaction {
+
+enum {
+ kMouseNone = 0,
+ kMouseLeftUp = 1,
+ kMouseLeftDown = 2,
+ kMouseRightUp = 4,
+ kMouseRightDown = 8
+};
+
+struct InputData {
+ uint16 _event;
+ Common::Point _mousePos;
+ int16 _inventoryIndex;
+ ZonePtr _zone;
+ Label* _label;
+};
+
+class Input {
+ void updateGameInput();
+ void updateCommentInput();
+
+ // input-only
+ InputData _inputData;
+ bool _actionAfterWalk; // actived when the character needs to move before taking an action
+ // these two could/should be merged as they carry on the same duty in two member functions,
+ // respectively processInput and translateInput
+ int16 _transCurrentHoverItem;
+
+ InputData *translateInput();
+ bool translateGameInput();
+ bool translateInventoryInput();
+
+ Parallaction *_vm;
+
+ Common::Point _mousePos;
+ uint16 _mouseButtons;
+
+ bool _mouseHidden;
+ ZonePtr _hoverZone;
+
+public:
+ enum {
+ kInputModeGame = 0,
+ kInputModeComment = 1
+ };
+
+
+ Input(Parallaction *vm) : _vm(vm) {
+ _transCurrentHoverItem = 0;
+ _actionAfterWalk = false; // actived when the character needs to move before taking an action
+ _mouseHidden = false;
+ _activeItem._index = 0;
+ _activeItem._id = 0;
+ _mouseButtons = 0;
+ }
+
+ virtual ~Input() { }
+
+
+ void showCursor(bool visible);
+ void getCursorPos(Common::Point& p) {
+ p = _mousePos;
+ }
+
+ int _inputMode;
+ InventoryItem _activeItem;
+
+ uint16 readInput();
+ InputData* updateInput();
+ void waitUntilLeftClick();
+ void waitForButtonEvent(uint32 buttonEventMask, int32 timeout = -1);
+ uint32 getLastButtonEvent() { return _mouseButtons; }
+
+ void stopHovering() {
+ _hoverZone = nullZonePtr;
+ }
+
+};
+
+} // namespace Parallaction
+
+#endif