/* 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. * * $URL$ * $Id$ * */ #if !defined(BACKEND_EVENTS_SDL_H) && !defined(DISABLE_DEFAULT_EVENTMANAGER) #define BACKEND_EVENTS_SDL_H #include "backends/events/default/default-events.h" #if defined(__SYMBIAN32__) #include #else #include #endif class SdlEventManager : public DefaultEventManager { public: SdlEventManager(Common::EventSource *boss); ~SdlEventManager(); virtual bool pollSdlEvent(Common::Event &event); void resetKeyboadEmulation(int16 x_max, int16 y_max); protected: virtual void preprocessEvents(SDL_Event *event) {} // Keyboard mouse emulation. Disabled by fingolfin 2004-12-18. // I am keeping the rest of the code in for now, since the joystick // code (or rather, "hack") uses it, too. struct KbdMouse { int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count; uint32 last_time, delay_time, x_down_time, y_down_time; }; KbdMouse _km; // Scroll lock state - since SDL doesn't track it bool _scrollLock; // joystick SDL_Joystick *_joystick; virtual bool dispatchSDLEvent(SDL_Event &ev, Common::Event &event); // Handlers for specific SDL events, called by pollEvent. // This way, if a backend inherits fromt the SDL backend, it can // change the behavior of only a single event, without having to override all // of pollEvent. virtual bool handleKeyDown(SDL_Event &ev, Common::Event &event); virtual bool handleKeyUp(SDL_Event &ev, Common::Event &event); virtual bool handleMouseMotion(SDL_Event &ev, Common::Event &event); virtual bool handleMouseButtonDown(SDL_Event &ev, Common::Event &event); virtual bool handleMouseButtonUp(SDL_Event &ev, Common::Event &event); virtual bool handleJoyButtonDown(SDL_Event &ev, Common::Event &event); virtual bool handleJoyButtonUp(SDL_Event &ev, Common::Event &event); virtual bool handleJoyAxisMotion(SDL_Event &ev, Common::Event &event); virtual void fillMouseEvent(Common::Event &event, int x, int y); // overloaded by CE backend void toggleMouseGrab(); void handleKbdMouse(); virtual bool remapKey(SDL_Event &ev, Common::Event &event); int _lastScreenID; }; #endif