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