/* 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 BADA_FORM_H #define BADA_FORM_H #include #include #include #include #include #include #include "config.h" #include "common/scummsys.h" #include "common/events.h" #include "common/queue.h" #include "common/mutex.h" // // BadaAppForm // class BadaAppForm : public Osp::Ui::Controls::Form, public Osp::Ui::IOrientationEventListener, public Osp::Ui::ITouchEventListener, public Osp::Ui::IKeyEventListener, public Osp::Base::Runtime::IRunnable { public: BadaAppForm(); ~BadaAppForm(); result Construct(); bool pollEvent(Common::Event &event); bool isClosing() { return _state == kClosingState; } void pushKey(Common::KeyCode keycode); void exitSystem(); private: Object *Run(); result OnInitializing(void); result OnDraw(void); void OnOrientationChanged(const Osp::Ui::Control &source, Osp::Ui::OrientationStatus orientationStatus); void OnTouchDoublePressed(const Osp::Ui::Control &source, const Osp::Graphics::Point ¤tPosition, const Osp::Ui::TouchEventInfo &touchInfo); void OnTouchFocusIn(const Osp::Ui::Control &source, const Osp::Graphics::Point ¤tPosition, const Osp::Ui::TouchEventInfo &touchInfo); void OnTouchFocusOut(const Osp::Ui::Control &source, const Osp::Graphics::Point ¤tPosition, const Osp::Ui::TouchEventInfo &touchInfo); void OnTouchLongPressed(const Osp::Ui::Control &source, const Osp::Graphics::Point ¤tPosition, const Osp::Ui::TouchEventInfo &touchInfo); void OnTouchMoved(const Osp::Ui::Control &source, const Osp::Graphics::Point ¤tPosition, const Osp::Ui::TouchEventInfo &touchInfo); void OnTouchPressed(const Osp::Ui::Control &source, const Osp::Graphics::Point ¤tPosition, const Osp::Ui::TouchEventInfo &touchInfo); void OnTouchReleased(const Osp::Ui::Control &source, const Osp::Graphics::Point ¤tPosition, const Osp::Ui::TouchEventInfo &touchInfo); void OnKeyLongPressed(const Osp::Ui::Control &source, Osp::Ui::KeyCode keyCode); void OnKeyPressed(const Osp::Ui::Control &source, Osp::Ui::KeyCode keyCode); void OnKeyReleased(const Osp::Ui::Control &source, Osp::Ui::KeyCode keyCode); void pushEvent(Common::EventType type, const Osp::Graphics::Point ¤tPosition); void terminate(); void setButtonShortcut(); void setShortcut(); void setVolume(bool up, bool minMax); void showKeypad(); // event handling Osp::Base::Runtime::Thread *_gameThread; Osp::Base::Runtime::Mutex *_eventQueueLock; Common::Queue _eventQueue; enum { kInitState, kActiveState, kClosingState, kDoneState, kErrorState } _state; enum { kLeftButton, kRightButtonOnce, kRightButton, kMoveOnly } _buttonState; enum { kControlMouse, kEscapeKey, kGameMenu, kShowKeypad, kSetVolume } _shortcut; }; #endif