/* 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 ACCESS_EVENTS_H #define ACCESS_EVENTS_H #include "common/scummsys.h" #include "common/events.h" #include "common/stack.h" namespace Access { enum CursorType { CURSOR_NONE = -1, CURSOR_ARROW = 0, CURSOR_CROSSHAIRS, CURSOR_2, CURSOR_3, CURSOR_LOOK, CURSOR_USE, CURSOR_TAKE, CURSOR_CLIMB, CURSOR_TALK, CURSOR_HELP, CURSOR_INVENTORY = 99 }; #define GAME_FRAME_RATE 100 #define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE) #define GAME_TIMER_TIME 15 class AccessEngine; class EventsManager { private: AccessEngine *_vm; uint32 _frameCounter; uint32 _priorFrameTime; uint32 _priorTimerTime; Common::KeyCode _keyCode; Graphics::Surface _invCursor; bool checkForNextFrameCounter(); bool checkForNextTimerUpdate(); void nextFrame(); void nextTimer(); void keyControl(Common::KeyCode keycode, bool isKeyDown); public: CursorType _cursorId; CursorType _normalMouse; bool _leftButton, _rightButton; bool _middleButton; bool _wheelUp, _wheelDown; Common::Point _mousePos; int _mouseCol, _mouseRow; bool _cursorExitFlag; int _vbCount; public: /** * Constructor */ EventsManager(AccessEngine *vm); /** * Destructor */ ~EventsManager(); /** * Return frame counter */ uint32 getFrameCounter() { return _frameCounter; } /** * Sets the cursor and reset the normal cursor */ void forceSetCursor(CursorType cursorId); /** * Sets the normal cursor */ void setNormalCursor(CursorType cursorId); /** * Sets the cursor */ void setCursor(CursorType cursorId); /** * Set the image for the inventory cursor */ void setCursorData(Graphics::ManagedSurface *src, const Common::Rect &r); /** * Return the current cursor Id */ CursorType getCursor() const { return _cursorId; } /** * Show the mouse cursor */ void showCursor(); /** * Hide the mouse cursor */ void hideCursor(); /** * Returns if the mouse cursor is visible */ bool isCursorVisible(); void pollEvents(bool skipTimers = false); void pollEventsAndWait(); void zeroKeys(); bool getKey(Common::KeyState &key); bool isKeyPending() const; void delay(int time = 5); void debounceLeft(); void clearEvents(); void waitKeyMouse(); Common::Point &getMousePos() { return _mousePos; } Common::Point calcRawMouse(); int checkMouseBox1(Common::Array &rects); bool isKeyMousePressed(); void centerMousePos(); void restrictMouse(); }; } // End of namespace Access #endif /* ACCESS_EVENTS_H */