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Diffstat (limited to 'engines/sherlock/events.h')
-rw-r--r-- | engines/sherlock/events.h | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/engines/sherlock/events.h b/engines/sherlock/events.h new file mode 100644 index 0000000000..b35109fefe --- /dev/null +++ b/engines/sherlock/events.h @@ -0,0 +1,171 @@ +/* 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/resources.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; + Common::Stack<Common::KeyState> _pendingKeys; +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); + + /** + * 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(); + + /** + * Get the current mouse position + */ + Common::Point mousePos() const; + + uint32 getFrameCounter() const { return _frameCounter; } + + 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 */ |