/* 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. * * Additional copyright for this file: * Copyright (C) 1995-1997 Presto Studios, Inc. * * 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 PEGASUS_INPUT_H #define PEGASUS_INPUT_H #include "common/rect.h" #include "pegasus/constants.h" #include "pegasus/types.h" namespace Pegasus { class Hotspot; class Input; class InputDevice { public: InputDevice(); ~InputDevice(); void getInput(Input&, const tInputBits); void waitInput(const tInputBits); protected: tInputBits _lastRawBits; }; enum { kButtonDownBit = 0, kAutoButtonBit = 1, kBitsPerButton = 2, kButtonDownMask = 1 << kButtonDownBit, kAutoButtonMask = 1 << kAutoButtonBit, kButtonStateBits = kButtonDownMask | kAutoButtonMask, kRawButtonUp = 0, kRawButtonDown = kButtonDownMask | kAutoButtonMask, kButtonUp = 0, kButtonDown = kButtonDownMask, kButtonAutoUp = kAutoButtonMask, kButtonAutoDown = kButtonDownMask | kAutoButtonMask }; enum { kUpButtonNum = 0, kLeftButtonNum = 1, kDownButtonNum = 2, kRightButtonNum = 3, kLeftFireButtonNum = 4, kRightFireButtonNum = 5, kOneButtonNum = 6, kTwoButtonNum = 7, kThreeButtonNum = 8, kFourButtonNum = 9, kMod1ButtonNum = 10, kMod2ButtonNum = 11, kMod3ButtonNum = 12 }; enum { kUpButtonShift = kUpButtonNum * kBitsPerButton, kLeftButtonShift = kLeftButtonNum * kBitsPerButton, kDownButtonShift = kDownButtonNum * kBitsPerButton, kRightButtonShift = kRightButtonNum * kBitsPerButton, kLeftFireButtonShift = kLeftFireButtonNum * kBitsPerButton, kRightFireButtonShift = kRightFireButtonNum * kBitsPerButton, kOneButtonShift = kOneButtonNum * kBitsPerButton, kTwoButtonShift = kTwoButtonNum * kBitsPerButton, kThreeButtonShift = kThreeButtonNum * kBitsPerButton, kFourButtonShift = kFourButtonNum * kBitsPerButton, kMod1ButtonShift = kMod1ButtonNum * kBitsPerButton, kMod2ButtonShift = kMod2ButtonNum * kBitsPerButton, kMod3ButtonShift = kMod3ButtonNum * kBitsPerButton }; enum { kAllUpBits = (kButtonUp << kUpButtonShift) | (kButtonUp << kLeftButtonShift) | (kButtonUp << kDownButtonShift) | (kButtonUp << kRightButtonShift) | (kButtonUp << kLeftFireButtonShift) | (kButtonUp << kRightFireButtonShift) | (kButtonUp << kOneButtonShift) | (kButtonUp << kTwoButtonShift) | (kButtonUp << kThreeButtonShift) | (kButtonUp << kFourButtonShift) | (kButtonUp << kMod1ButtonShift) | (kButtonUp << kMod2ButtonShift) | (kButtonUp << kMod3ButtonShift), kDirectionBits = (kButtonDownMask << kUpButtonShift) | (kButtonDownMask << kLeftButtonShift) | (kButtonDownMask << kDownButtonShift) | (kButtonDownMask << kRightButtonShift), kButtonBits = (kButtonDownMask << kLeftFireButtonShift) | (kButtonDownMask << kRightFireButtonShift) | (kButtonDownMask << kOneButtonShift) | (kButtonDownMask << kTwoButtonShift) | (kButtonDownMask << kThreeButtonShift) | (kButtonDownMask << kFourButtonShift) | (kButtonDownMask << kMod1ButtonShift) | (kButtonDownMask << kMod2ButtonShift) | (kButtonDownMask << kMod3ButtonShift), kAllButtonDownBits = kDirectionBits | kButtonBits, kAllAutoBits = (kAutoButtonMask << kUpButtonShift) | (kAutoButtonMask << kLeftButtonShift) | (kAutoButtonMask << kDownButtonShift) | (kAutoButtonMask << kRightButtonShift) | (kAutoButtonMask << kLeftFireButtonShift) | (kAutoButtonMask << kRightFireButtonShift) | (kAutoButtonMask << kOneButtonShift) | (kAutoButtonMask << kTwoButtonShift) | (kAutoButtonMask << kThreeButtonShift) | (kAutoButtonMask << kFourButtonShift) | (kAutoButtonMask << kMod1ButtonShift) | (kAutoButtonMask << kMod2ButtonShift) | (kAutoButtonMask << kMod3ButtonShift), kFilterUpButton = kButtonDownMask << kUpButtonShift, kFilterUpAuto = kAutoButtonMask << kUpButtonShift, kFilterUpButtonAny = kFilterUpButton | kFilterUpAuto, kFilterLeftButton = kButtonDownMask << kLeftButtonShift, kFilterLeftAuto = kAutoButtonMask << kLeftButtonShift, kFilterLeftButtonAny = kFilterLeftButton | kFilterLeftAuto, kFilterDownButton = kButtonDownMask << kDownButtonShift, kFilterDownAuto = kAutoButtonMask << kDownButtonShift, kFilterDownButtonAny = kFilterDownButton | kFilterDownAuto, kFilterRightButton = kButtonDownMask << kRightButtonShift, kFilterRightAuto = kAutoButtonMask << kRightButtonShift, kFilterRightButtonAny = kFilterRightButton | kFilterRightAuto, kFilterLeftFireButton = kButtonDownMask << kLeftFireButtonShift, kFilterLeftFireAuto = kAutoButtonMask << kLeftFireButtonShift, kFilterLeftFireButtonAny = kFilterLeftFireButton | kFilterLeftFireAuto, kFilterRightFireButton = kButtonDownMask << kRightFireButtonShift, kFilterRightFireAuto = kAutoButtonMask << kRightFireButtonShift, kFilterRightFireButtonAny = kFilterRightFireButton | kFilterRightFireAuto, kFilterOneButton = kButtonDownMask << kOneButtonShift, kFilterOneAuto = kAutoButtonMask << kOneButtonShift, kFilterOneButtonAny = kFilterOneButton | kFilterOneAuto, kFilterTwoButton = kButtonDownMask << kTwoButtonShift, kFilterTwoAuto = kAutoButtonMask << kTwoButtonShift, kFilterTwoButtonAny = kFilterTwoButton | kFilterTwoAuto, kFilterThreeButton = kButtonDownMask << kThreeButtonShift, kFilterThreeAuto = kAutoButtonMask << kThreeButtonShift, kFilterThreeButtonAny = kFilterThreeButton | kFilterThreeAuto, kFilterFourButton = kButtonDownMask << kFourButtonShift, kFilterFourAuto = kAutoButtonMask << kFourButtonShift, kFilterFourButtonAny = kFilterFourButton | kFilterFourAuto, kFilterMod1Button = kButtonDownMask << kMod1ButtonShift, kFilterMod1Auto = kAutoButtonMask << kMod1ButtonShift, kFilterMod1ButtonAny = kFilterMod1Button | kFilterMod1Auto, kFilterMod2Button = kButtonDownMask << kMod2ButtonShift, kFilterMod2Auto = kAutoButtonMask << kMod2ButtonShift, kFilterMod2ButtonAny = kFilterMod2Button | kFilterMod2Auto, kFilterMod3Button = kButtonDownMask << kMod3ButtonShift, kFilterMod3Auto = kAutoButtonMask << kMod3ButtonShift, kFilterMod3ButtonAny = kFilterMod3Button | kFilterMod3Auto, kFilterNoInput = 0, kFilterAllInput = kFilterUpButton | kFilterUpAuto | kFilterLeftButton | kFilterLeftAuto | kFilterDownButton | kFilterDownAuto | kFilterRightButton | kFilterRightAuto | kFilterLeftFireButton | kFilterLeftFireAuto | kFilterRightFireButton | kFilterRightFireAuto | kFilterOneButton | kFilterOneAuto | kFilterTwoButton | kFilterTwoAuto | kFilterThreeButton | kFilterThreeAuto | kFilterFourButton | kFilterFourAuto | kFilterMod1Button | kFilterMod1Auto | kFilterMod2Button | kFilterMod2Auto | kFilterMod3Button | kFilterMod3Auto, kFilterAllDirections = kFilterUpButton | kFilterUpAuto | kFilterLeftButton | kFilterLeftAuto | kFilterDownButton | kFilterDownAuto | kFilterRightButton | kFilterRightAuto, kFilterButtons = kFilterOneButton | kFilterOneAuto | kFilterTwoButton | kFilterTwoAuto | kFilterThreeButton | kFilterThreeAuto | kFilterFourButton | kFilterFourAuto, kFilterFireButtons = kFilterLeftFireButton | kFilterLeftFireAuto | kFilterRightFireButton | kFilterRightFireAuto, kFilterAllButtons = kFilterLeftFireButton | kFilterLeftFireAuto | kFilterRightFireButton | kFilterRightFireAuto | kFilterOneButton | kFilterOneAuto | kFilterTwoButton | kFilterTwoAuto | kFilterThreeButton | kFilterThreeAuto | kFilterFourButton | kFilterFourAuto | kFilterMod1Button | kFilterMod1Auto | kFilterMod2Button | kFilterMod2Auto | kFilterMod3Button | kFilterMod3Auto, kFilterAllInputNoAuto = kFilterUpButton | kFilterLeftButton | kFilterDownButton | kFilterRightButton | kFilterLeftFireButton | kFilterRightFireButton | kFilterOneButton | kFilterTwoButton | kFilterThreeButton | kFilterFourButton | kFilterMod1Button | kFilterMod2Button | kFilterMod3Button }; /* Buttons are defined as: up, left, down, right direction buttons. fireLeft, fireRight: fire buttons. mod1, mod2, mod3: modifier buttons, similar to shift, control, etc. a, b, c, d: general purpose buttons. button state is held as bits in a long word, two bits per button. Filter bits: for each button, two bits are assigned for filtering. If bit 0 is set, the corresponding button is available for "button down" input. If bit 1 is set, the corresponding button is available for "auto down" input. Note that bit 1 is meaningful only if bit 0 is set. */ class Input { friend int operator==(const Input &, const Input &); friend int operator!=(const Input &, const Input &); friend class InputDevice; public: Input() { clearInput(); } bool upButtonDown() const { return (_inputState & (kButtonStateBits << kUpButtonShift)) == (kButtonDown << kUpButtonShift); } bool upButtonAutoDown() const { return (_inputState & (kButtonStateBits << kUpButtonShift)) == (kButtonAutoDown << kUpButtonShift); } bool upButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kUpButtonShift)) != 0; } bool leftButtonDown() const { return (_inputState & (kButtonStateBits << kLeftButtonShift)) == (kButtonDown << kLeftButtonShift); } bool leftButtonAutoDown() const { return (_inputState & (kButtonStateBits << kLeftButtonShift)) == (kButtonAutoDown << kLeftButtonShift); } bool leftButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kLeftButtonShift)) != 0; } bool downButtonDown() const { return (_inputState & (kButtonStateBits << kDownButtonShift)) == (kButtonDown << kDownButtonShift); } bool downButtonAutoDown() const { return (_inputState & (kButtonStateBits << kDownButtonShift)) == (kButtonAutoDown << kDownButtonShift); } bool downButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kDownButtonShift)) != 0; } bool rightButtonDown() const { return (_inputState & (kButtonStateBits << kRightButtonShift)) == (kButtonDown << kRightButtonShift); } bool rightButtonAutoDown() const { return (_inputState & (kButtonStateBits << kRightButtonShift)) == (kButtonAutoDown << kRightButtonShift); } bool rightButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kRightButtonShift)) != 0; } bool leftFireButtonDown() const { return (_inputState & (kButtonStateBits << kLeftFireButtonShift)) == (kButtonDown << kLeftFireButtonShift); } bool leftFireButtonAutoDown() const { return (_inputState & (kButtonStateBits << kLeftFireButtonShift)) == (kButtonAutoDown << kLeftFireButtonShift); } bool leftFireButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kLeftFireButtonShift)) != 0; } bool rightFireButtonDown() const { return (_inputState & (kButtonStateBits << kRightFireButtonShift)) == (kButtonDown << kRightFireButtonShift); } bool rightFireButtonAutoDown() const { return (_inputState & (kButtonStateBits << kRightFireButtonShift)) == (kButtonAutoDown << kRightFireButtonShift); } bool rightFireButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kRightFireButtonShift)) != 0; } bool oneButtonDown() const { return (_inputState & (kButtonStateBits << kOneButtonShift)) == (kButtonDown << kOneButtonShift); } bool oneButtonAutoDown() const { return (_inputState & (kButtonStateBits << kOneButtonShift)) == (kButtonAutoDown << kOneButtonShift); } bool oneButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kOneButtonShift)) != 0; } bool twoButtonDown() const { return (_inputState & (kButtonStateBits << kTwoButtonShift)) == (kButtonDown << kTwoButtonShift); } bool twoButtonAutoDown() const { return (_inputState & (kButtonStateBits << kTwoButtonShift)) == (kButtonAutoDown << kTwoButtonShift); } bool twoButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kTwoButtonShift)) != 0; } bool threeButtonDown() const { return (_inputState & (kButtonStateBits << kThreeButtonShift)) == (kButtonDown << kThreeButtonShift); } bool threeButtonAutoDown() const { return (_inputState & (kButtonStateBits << kThreeButtonShift)) == (kButtonAutoDown << kThreeButtonShift); } bool threeButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kThreeButtonShift)) != 0; } bool fourButtonDown() const { return (_inputState & (kButtonStateBits << kFourButtonShift)) == (kButtonDown << kFourButtonShift); } bool fourButtonAutoDown() const { return (_inputState & (kButtonStateBits << kFourButtonShift)) == (kButtonAutoDown << kFourButtonShift); } bool fourButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kFourButtonShift)) != 0; } bool mod1ButtonDown() const { return (_inputState & (kButtonStateBits << kMod1ButtonShift)) == (kButtonDown << kMod1ButtonShift); } bool mod1ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod1ButtonShift)) == (kButtonAutoDown << kMod1ButtonShift); } bool mod1ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod1ButtonShift)) != 0; } bool mod2ButtonDown() const { return (_inputState & (kButtonStateBits << kMod2ButtonShift)) == (kButtonDown << kMod2ButtonShift); } bool mod2ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod2ButtonShift)) == (kButtonAutoDown << kMod2ButtonShift); } bool mod2ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod2ButtonShift)) != 0; } bool mod3ButtonDown() const { return (_inputState & (kButtonStateBits << kMod3ButtonShift)) == (kButtonDown << kMod3ButtonShift); } bool mod3ButtonAutoDown() const { return (_inputState & (kButtonStateBits << kMod3ButtonShift)) == (kButtonAutoDown << kMod3ButtonShift); } bool mod3ButtonAnyDown() const { return (_inputState & (kButtonAutoDown << kMod3ButtonShift)) != 0; } bool allAutoInput() const { return (_inputState & kAllAutoBits) != 0; } bool anyDirectionInput() const { return (_inputState & kDirectionBits) != 0; } bool anyButtonInput() const { return (_inputState & kButtonBits) != 0; } bool anyInput() const { return _inputState != 0; } void getInputLocation(Common::Point &where) const { where = _inputLocation; } bool anyInputBitSet(const tInputBits bits) const { return (_inputState & bits) != 0; } void clearInput() { _inputState = kAllUpBits; _inputLocation.x = 0; _inputLocation.y = 0; } protected: void setInputBits(const tInputBits state) { _inputState = state; } void setInputLocation(const Common::Point &where) { _inputLocation = where; } tInputBits _inputState; Common::Point _inputLocation; }; class InputHandler { public: static InputHandler *setInputHandler(InputHandler*); static InputHandler *getCurrentHandler() { return _inputHandler; } static InputDevice *getCurrentInputDevice() { return &_inputDevice; } static void pollForInput(); static void getInput(Input&, Hotspot*&); static void readInputDevice(Input&); static void invalHotspots() { _invalHotspots = true; } static tInputBits getCurrentFilter() { return _lastFilter; } InputHandler(InputHandler*); virtual ~InputHandler(); virtual void setNextHandler(InputHandler *nextHandler) { _nextHandler = nextHandler; } virtual InputHandler *getNextHandler() { return _nextHandler; } virtual void handleInput(const Input&, const Hotspot*); virtual void clickInHotspot(const Input&, const Hotspot*); virtual void activateHotspots(); virtual void updateCursor(const Common::Point, const Hotspot*); virtual bool isClickInput(const Input&, const Hotspot*); virtual bool wantsCursor(); virtual bool releaseInputFocus() { return true; } virtual void grabInputFocus() {} // This returns bits set for what kinds of input to accept. virtual tInputBits getInputFilter(); // This returns bits defining what input constitutes a "click." virtual tInputBits getClickFilter(); virtual void allowInput(const bool allow) { _allowInput = allow; } protected: static InputHandler *_inputHandler; static InputDevice _inputDevice; // TODO: Remove global constructor static bool _invalHotspots; static tInputBits _lastFilter; InputHandler *_nextHandler; bool _allowInput; }; /* Tracker implements "dragging". A Tracker can receive a startTracking message, which causes it to be the current tracker, as well as setting it up as the current input handler. In addition, only one tracker can be tracking at a time, and no other handler can be set up as the current handler until the track finishes. By default, there is no next input handler for a Tracker, but this behavior can be overridden if desired. */ class Tracker : public InputHandler { public: Tracker() : InputHandler(0) {} virtual ~Tracker(); virtual void handleInput(const Input &, const Hotspot *); virtual bool stopTrackingInput(const Input &) { return false; } virtual void startTracking(const Input &); virtual void stopTracking(const Input &); virtual void continueTracking(const Input &) {} bool isTracking() { return this == _currentTracker; } bool isClickInput(const Input &, const Hotspot *); bool releaseInputFocus() { return !isTracking(); } protected: static Tracker *_currentTracker; InputHandler *_savedHandler; }; } // End of namespace Pegasus #endif