/* 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 SHERLOCK_EVENTS_H #define SHERLOCK_EVENTS_H #include "common/scummsys.h" #include "common/events.h" #include "common/stack.h" #include "sherlock/resources.h" namespace Sherlock { #define GAME_FRAME_RATE 60 #define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE) enum CursorId { ARROW = 0, MAGNIFY = 1, WAIT = 2, EXIT_ZONES_START = 5, INVALID_CURSOR = -1 }; class SherlockEngine; class Events { private: SherlockEngine *_vm; uint32 _frameCounter; uint32 _priorFrameTime; ImageFile *_cursorImages; int _mouseButtons; /** * Check whether it's time to display the next screen frame */ bool checkForNextFrameCounter(); public: CursorId _cursorId; bool _pressed; bool _released; bool _rightPressed; bool _rightReleased; bool _oldButtons; bool _oldRightButton; Common::Stack _pendingKeys; public: Events(SherlockEngine *vm); ~Events(); /** * Load a set of cursors from the specified file */ void loadCursors(const Common::String &filename); /** * Set the cursor to show */ void setCursor(CursorId cursorId); /** * Set the cursor to show from a passed frame */ void setCursor(const Graphics::Surface &src); /** * Animates the mouse cursor if the Wait cursor is showing */ void animateCursorIfNeeded(); /** * Show the mouse cursor */ void showCursor(); /** * Hide the mouse cursor */ void hideCursor(); /** * Returns the cursor */ CursorId getCursor() const; /** * Returns true if the mouse cursor is visible */ bool isCursorVisible() const; /** * Move the mouse */ void moveMouse(const Common::Point &pt); /** * Check for any pending events */ void pollEvents(); /** * Poll for events and introduce a small delay, to allow the system to * yield to other running programs */ void pollEventsAndWait(); /** * Get the current mouse position */ Common::Point mousePos() const; uint32 getFrameCounter() const { return _frameCounter; } bool kbHit() const { return !_pendingKeys.empty(); } /** * Get a pending keypress */ Common::KeyState getKey(); /** * Clear any current keypress or mouse click */ void clearEvents(); /** * Clear any pending keyboard inputs */ void clearKeyboard(); /** * Delay for a given number of game frames, where each frame is 1/60th of a second */ void wait(int numFrames); /** * Does a delay of the specified number of milliseconds */ bool delay(uint32 time, bool interruptable = false); /** * Sets the pressed and released button flags on the raw button state previously set in pollEvents calls. * @remarks The events manager has separate variables for the raw immediate and old button state * versus the current buttons states for the frame. This method is expected to be called only once * per game frame */ void setButtonState(); /** * Checks to see to see if a key or a mouse button is pressed. */ bool checkInput(); }; } // End of namespace Sherlock #endif /* SHERLOCK_EVENTS_H */