/* 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 BACKEND_EVENTS_SDL_H #define BACKEND_EVENTS_SDL_H #include "backends/platform/sdl/sdl-sys.h" #include "common/events.h" /** * The SDL event source. */ class SdlEventSource : public Common::EventSource { public: SdlEventSource(); virtual ~SdlEventSource(); /** * Gets and processes SDL events. */ virtual bool pollEvent(Common::Event &event); /** * Resets keyboard emulation after a video screen change */ virtual void resetKeyboadEmulation(int16 x_max, int16 y_max); /** * Toggles mouse input grab */ virtual void toggleMouseGrab(); protected: /** @name 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; /** Last screen id for checking if it was modified */ int _lastScreenID; /** * Pre process an event before it is dispatched. */ virtual void preprocessEvents(SDL_Event *event) {} /** * Dispatchs SDL events for each handler. */ virtual bool dispatchSDLEvent(SDL_Event &ev, Common::Event &event); /** @name Event Handlers * Handlers for specific SDL events, called by SdlEventSource::dispatchSDLEvent(). * This way, if a managers inherits fromt this SDL events manager, it can * change the behavior of only a single event, without having to override all * of SdlEventSource::dispatchSDLEvent(). */ //@{ 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 handleKbdMouse(); //@} /** * Assigns the mouse coords to the mouse event */ virtual void fillMouseEvent(Common::Event &event, int x, int y); /** * Remaps key events. This allows platforms to configure * their custom keys. */ virtual bool remapKey(SDL_Event &ev, Common::Event &event); /** * Maps the ASCII value of key */ virtual int mapKey(SDLKey key, SDLMod mod, Uint16 unicode); /** * Configures the key modifiers flags status */ virtual void SDLModToOSystemKeyFlags(SDLMod mod, Common::Event &event); /** * Translates SDL key codes to OSystem key codes */ Common::KeyCode SDLToOSystemKeycode(const SDLKey key); }; #endif