/* 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. * * $URL$ * $Id$ * */ #ifndef PARALLACTION_INPUT_H #define PARALLACTION_INPUT_H #include "parallaction/objects.h" #include "parallaction/inventory.h" namespace Parallaction { enum { kMouseNone = 0, kMouseLeftUp = 1, kMouseLeftDown = 2, kMouseRightUp = 4, kMouseRightDown = 8 }; struct InputData { uint16 _event; Common::Point _mousePos; int16 _inventoryIndex; ZonePtr _zone; uint _label; }; class Input { void updateGameInput(); void updateCommentInput(); // input-only InputData _inputData; bool _actionAfterWalk; // actived when the character needs to move before taking an action // these two could/should be merged as they carry on the same duty in two member functions, // respectively processInput and translateInput int16 _transCurrentHoverItem; InputData *translateInput(); bool translateGameInput(); bool translateInventoryInput(); Parallaction *_vm; Common::Point _mousePos; uint16 _mouseButtons; bool _mouseHidden; ZonePtr _hoverZone; public: enum { kInputModeGame = 0, kInputModeComment = 1 }; Input(Parallaction *vm) : _vm(vm) { _transCurrentHoverItem = 0; _actionAfterWalk = false; // actived when the character needs to move before taking an action _mouseHidden = false; _activeItem._index = 0; _activeItem._id = 0; _mouseButtons = 0; } virtual ~Input() { } void showCursor(bool visible); void getCursorPos(Common::Point& p) { p = _mousePos; } int _inputMode; InventoryItem _activeItem; uint16 readInput(); InputData* updateInput(); void waitUntilLeftClick(); void waitForButtonEvent(uint32 buttonEventMask, int32 timeout = -1); uint32 getLastButtonEvent() { return _mouseButtons; } void stopHovering() { _hoverZone = nullZonePtr; } }; } // namespace Parallaction #endif