/* 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 PARALLACTION_INPUT_H #define PARALLACTION_INPUT_H #include "common/keyboard.h" #include "parallaction/objects.h" #include "parallaction/inventory.h" namespace Parallaction { enum { kMouseNone = 0, kMouseLeftUp = 1, kMouseLeftDown = 2, kMouseRightUp = 4, kMouseRightDown = 8 }; enum MouseTriState { MOUSE_ENABLED_SHOW, MOUSE_ENABLED_HIDE, MOUSE_DISABLED }; class Input { int updateGameInput(); bool _hasKeyPressEvent; Common::KeyState _keyPressed; bool _hasDelayedAction; // actived when the character needs to move before taking an action ZonePtr _delayedActionZone; int16 _transCurrentHoverItem; void translateInput(); bool translateGameInput(); bool updateInventoryInput(); void takeAction(ZonePtr z); void walkTo(const Common::Point &dest); Parallaction *_vm; Common::Point _mousePos; uint16 _mouseButtons; ZonePtr _hoverZone; void enterInventoryMode(); void exitInventoryMode(); int _gameType; static byte _resMouseArrow_NS[256]; static byte _resMouseArrow_BR_Amiga[512]; Frames *_mouseArrow; Frames *_comboArrow; Frames *_dinoCursor; Frames *_dougCursor; Frames *_donnaCursor; void initCursors(); public: enum { kInputModeGame = 0, kInputModeComment = 1, kInputModeDialogue = 2, kInputModeInventory = 3, kInputModeMenu = 4 }; Input(Parallaction *vm); virtual ~Input(); void getAbsoluteCursorPos(Common::Point& p) const; void getCursorPos(Common::Point& p) const { p = _mousePos; } void setCursorPos(const Common::Point& p) { _mousePos = p; } int _inputMode; InventoryItem _activeItem; void readInput(); int updateInput(); void trackMouse(ZonePtr z); void waitForButtonEvent(uint32 buttonEventMask, int32 timeout = -1); uint32 getLastButtonEvent() { return _mouseButtons; } bool getLastKeyDown(uint16 &ascii); void stopHovering(); MouseTriState _mouseState; void setMouseState(MouseTriState state); MouseTriState getMouseState(); bool isMouseEnabled(); void setArrowCursor(); void setInventoryCursor(ItemName name); }; } // namespace Parallaction #endif