/* 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 MADS_EVENTS_H #define MADS_EVENTS_H #include "common/scummsys.h" #include "common/events.h" #include "common/stack.h" #include "mads/assets.h" #include "mads/sprites.h" namespace MADS { enum CursorType { CURSOR_NONE = 0, CURSOR_ARROW = 1, CURSOR_WAIT = 2, CURSOR_GO_DOWN = 3, CURSOR_GO_UP = 4, CURSOR_GO_LEFT = 5, CURSOR_GO_RIGHT = 6 }; #define GAME_FRAME_RATE 50 #define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE) class MADSEngine; class EventTarget { public: virtual ~EventTarget() {} virtual bool onEvent(Common::Event &event) { return false; } }; class EventsManager { private: MADSEngine *_vm; uint32 _frameCounter; uint32 _priorFrameTime; Common::Point _mousePos; Common::Point _currentPos; EventTarget *_eventTarget; /** * Updates the cursor image when the current cursor changes */ void changeCursor(); public: SpriteAsset *_cursorSprites; CursorType _cursorId; CursorType _newCursorId; bool _mouseClicked; bool _mouseReleased; byte _mouseButtons; bool _rightMousePressed; int _mouseStatus; int _strokeGoing; int _mouseStatusCopy; bool _mouseMoved; Common::Stack<Common::KeyState> _pendingKeys; public: /** * Constructor */ EventsManager(MADSEngine *vm); /** * Destructor */ ~EventsManager(); /** * Loads the sprite set containing the cursors */ void loadCursors(const Common::String &spritesName); /** * Sets the cursor */ void setCursor(CursorType cursorId); /** * Sets the cursor */ void setCursor2(CursorType cursorId); /** * Show the mouse cursor */ void showCursor(); /** * Hide the mouse cursor */ void hideCursor(); /** * Returns if the mouse cursor is visible */ bool isCursorVisible(); /** * Shows the wait cursor */ void waitCursor(); /** * Free currently loaded cursors */ void freeCursors(); /** * Poll any pending events */ void pollEvents(); /** * Sets an event handler other than the events manager */ void setEventTarget(EventTarget *target) { _eventTarget = target; } /** * Return the current mouse position */ Common::Point mousePos() const { return _mousePos; } /** * Return the current mouse position */ Common::Point currentPos() const { return _currentPos; } /** * Delay for a given number of frames */ void delay(int amount); /** * Wait for the next frame */ void waitForNextFrame(); /** * Checks for whether the next game frame number has been reached. */ bool checkForNextFrameCounter(); /** * Gets the current frame counter */ uint32 getFrameCounter() const { return _frameCounter; } void initVars(); /** * Clears all currently pending keypresses */ void clearEvents(); /** * Returns true if there's any pending keys to be processed */ bool isKeyPressed() const { return !_pendingKeys.empty(); } /** * Gets the next pending keypress */ Common::KeyState getKey() { return _pendingKeys.pop(); } }; } // End of namespace MADS #endif /* MADS_EVENTS_H */