/* 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. * */ #include "illusions/input.h" namespace Illusions { // KeyMap void KeyMap::addKey(Common::KeyCode key) { add(key, MOUSE_NONE); } void KeyMap::addMouseButton(int mouseButton) { add(Common::KEYCODE_INVALID, mouseButton); } void KeyMap::add(Common::KeyCode key, int mouseButton) { KeyMapping keyMapping; keyMapping._key = key; keyMapping._mouseButton = mouseButton; keyMapping._down = false; push_back(keyMapping); } // InputEvent InputEvent& InputEvent::setBitMask(uint bitMask) { _bitMask = bitMask; return *this; } InputEvent& InputEvent::addKey(Common::KeyCode key) { _keyMap.addKey(key); return *this; } InputEvent& InputEvent::addMouseButton(int mouseButton) { _keyMap.addMouseButton(mouseButton); return *this; } byte InputEvent::handle(Common::KeyCode key, int mouseButton, bool down) { byte newKeys = 0; for (KeyMap::iterator it = _keyMap.begin(); it != _keyMap.end(); ++it) { KeyMapping &keyMapping = *it; if ((keyMapping._key != Common::KEYCODE_INVALID && keyMapping._key == key) || (keyMapping._mouseButton != MOUSE_NONE && keyMapping._mouseButton == mouseButton)) { if (down && !keyMapping._down) { newKeys |= _bitMask; keyMapping._down = true; } else if (!down) keyMapping._down = false; } } return newKeys; } // Input Input::Input() { _buttonStates = 0; _newButtons = 0; _buttonsDown = 0; _newKeys = 0; _enabledButtons = 0xFFFF; _cursorPos.x = 0; _cursorPos.y = 0; _prevCursorPos.x = 0; _prevCursorPos.y = 0; } void Input::processEvent(Common::Event event) { // TODO switch (event.type) { case Common::EVENT_KEYDOWN: handleKey(event.kbd.keycode, MOUSE_NONE, true); break; case Common::EVENT_KEYUP: handleKey(event.kbd.keycode, MOUSE_NONE, false); break; case Common::EVENT_MOUSEMOVE: _cursorPos.x = event.mouse.x; _cursorPos.y = event.mouse.y; break; case Common::EVENT_LBUTTONDOWN: handleMouseButton(MOUSE_LEFT_BUTTON, true); break; case Common::EVENT_LBUTTONUP: handleMouseButton(MOUSE_LEFT_BUTTON, false); break; case Common::EVENT_RBUTTONDOWN: handleMouseButton(MOUSE_RIGHT_BUTTON, true); break; case Common::EVENT_RBUTTONUP: handleMouseButton(MOUSE_RIGHT_BUTTON, false); break; default: break; } } bool Input::pollEvent(uint evt) { return pollButton(_inputEvents[evt].getBitMask()); } void Input::discardEvent(uint evt) { discardButtons(_inputEvents[evt].getBitMask()); } void Input::discardAllEvents() { discardButtons(0xFFFF); } void Input::activateButton(uint bitMask) { _enabledButtons |= bitMask; _buttonStates &= ~bitMask; } void Input::deactivateButton(uint bitMask) { _enabledButtons &= ~bitMask; } Common::Point Input::getCursorPosition() { return _cursorPos; } void Input::setCursorPosition(Common::Point mousePos) { _prevCursorPos = _cursorPos = mousePos; } Common::Point Input::getCursorDelta() { Common::Point deltaPos; deltaPos.x = _prevCursorPos.x - _cursorPos.x; deltaPos.y = _prevCursorPos.y - _cursorPos.y; _prevCursorPos = _cursorPos; return deltaPos; } InputEvent& Input::setInputEvent(uint evt, uint bitMask) { InputEvent& inputEvent = _inputEvents[evt]; return inputEvent.setBitMask(bitMask); } void Input::handleKey(Common::KeyCode key, int mouseButton, bool down) { for (uint i = 0; i < kEventMax; ++i) _newKeys |= _inputEvents[i].handle(key, mouseButton, down); uint prevButtonStates = _buttonStates; _buttonStates |= _newKeys; _newKeys = 0; _newButtons = ~prevButtonStates & _buttonStates; } void Input::handleMouseButton(int mouseButton, bool down) { if (down) _buttonsDown |= mouseButton; else _buttonsDown &= ~mouseButton; handleKey(Common::KEYCODE_INVALID, mouseButton, down); } bool Input::pollButton(uint bitMask) { if (lookButtonStates(bitMask)) { _buttonStates &= ~bitMask; return true; } return false; } bool Input::lookButtonStates(uint bitMask) { return (bitMask & (_buttonStates & _enabledButtons)) != 0; } bool Input::lookNewButtons(uint bitMask) { return (bitMask & (_newButtons & _enabledButtons)) != 0; } void Input::setButtonState(uint bitMask) { _buttonStates |= _enabledButtons & bitMask; } void Input::discardButtons(uint bitMask) { _buttonStates &= ~bitMask; } } // End of namespace Illusions