/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ /* * BS_InputEngine * ------------- * This is the input interface engine that contains all the methods that an * input source must implement. * All input engines must be derived from this class. * * Autor: Alex Arnst */ #ifndef SWORD25_INPUTENGINE_H #define SWORD25_INPUTENGINE_H /// Includes #include "sword25/kernel/common.h" #include "sword25/kernel/service.h" #include "sword25/kernel/persistable.h" #include "sword25/kernel/callbackregistry.h" namespace Sword25 { /// Class definitions class InputEngine : public Service, public Persistable { public: InputEngine(Kernel *pKernel); virtual ~InputEngine() {}; // NOTE: These codes are registered in inputengine_script.cpp // Any changes to these enums must also adjust the above file. enum KEY_CODES { KEY_BACKSPACE = 0x08, KEY_TAB = 0x09, KEY_CLEAR = 0x0C, KEY_RETURN = 0x0D, KEY_PAUSE = 0x13, KEY_CAPSLOCK = 0x14, KEY_ESCAPE = 0x1B, KEY_SPACE = 0x20, KEY_PAGEUP = 0x21, KEY_PAGEDOWN = 0x22, KEY_END = 0x23, KEY_HOME = 0x24, KEY_LEFT = 0x25, KEY_UP = 0x26, KEY_RIGHT = 0x27, KEY_DOWN = 0x28, KEY_PRINTSCREEN = 0x2C, KEY_INSERT = 0x2D, KEY_DELETE = 0x2E, KEY_0 = 0x30, KEY_1 = 0x31, KEY_2 = 0x32, KEY_3 = 0x33, KEY_4 = 0x34, KEY_5 = 0x35, KEY_6 = 0x36, KEY_7 = 0x37, KEY_8 = 0x38, KEY_9 = 0x39, KEY_A = 0x41, KEY_B = 0x42, KEY_C = 0x43, KEY_D = 0x44, KEY_E = 0x45, KEY_F = 0x46, KEY_G = 0x47, KEY_H = 0x48, KEY_I = 0x49, KEY_J = 0x4A, KEY_K = 0x4B, KEY_L = 0x4C, KEY_M = 0x4D, KEY_N = 0x4E, KEY_O = 0x4F, KEY_P = 0x50, KEY_Q = 0x51, KEY_R = 0x52, KEY_S = 0x53, KEY_T = 0x54, KEY_U = 0x55, KEY_V = 0x56, KEY_W = 0x57, KEY_X = 0x58, KEY_Y = 0x59, KEY_Z = 0x5A, KEY_NUMPAD0 = 0x60, KEY_NUMPAD1 = 0x61, KEY_NUMPAD2 = 0x62, KEY_NUMPAD3 = 0x63, KEY_NUMPAD4 = 0x64, KEY_NUMPAD5 = 0x65, KEY_NUMPAD6 = 0x66, KEY_NUMPAD7 = 0x67, KEY_NUMPAD8 = 0x68, KEY_NUMPAD9 = 0x69, KEY_MULTIPLY = 0x6A, KEY_ADD = 0x6B, KEY_SEPARATOR = 0x6C, KEY_SUBTRACT = 0x6D, KEY_DECIMAL = 0x6E, KEY_DIVIDE = 0x6F, KEY_F1 = 0x70, KEY_F2 = 0x71, KEY_F3 = 0x72, KEY_F4 = 0x73, KEY_F5 = 0x74, KEY_F6 = 0x75, KEY_F7 = 0x76, KEY_F8 = 0x77, KEY_F9 = 0x78, KEY_F10 = 0x79, KEY_F11 = 0x7A, KEY_F12 = 0x7B, KEY_NUMLOCK = 0x90, KEY_SCROLL = 0x91, KEY_LSHIFT = 0xA0, KEY_RSHIFT = 0xA1, KEY_LCONTROL = 0xA2, KEY_RCONTROL = 0xA3 }; // NOTE: These codes are registered in inputengine_script.cpp. // Any changes to these enums must also adjust the above file. enum KEY_COMMANDS { KEY_COMMAND_ENTER = 1, KEY_COMMAND_LEFT = 2, KEY_COMMAND_RIGHT = 3, KEY_COMMAND_HOME = 4, KEY_COMMAND_END = 5, KEY_COMMAND_BACKSPACE = 6, KEY_COMMAND_TAB = 7, KEY_COMMAND_INSERT = 8, KEY_COMMAND_DELETE = 9 }; /// -------------------------------------------------------------- /// THESE METHODS MUST BE IMPLEMENTED BY THE INPUT ENGINE /// -------------------------------------------------------------- /** * Initialises the input engine * @return Returns a true on success, otherwise false. */ virtual bool Init() = 0; /** * Performs a "tick" of the input engine. * * This method should be called once per frame. It can be used by implementations * of the input engine that are not running in their own thread, or to perform * additional administrative tasks that are needed. */ virtual void Update() = 0; /** * Returns true if the left mouse button is pressed */ virtual bool IsLeftMouseDown() = 0; /** * Returns true if the right mouse button is pressed. */ virtual bool IsRightMouseDown() = 0; /** * Returns true if the left mouse button was pressed and released. * * The difference between this and IsLeftMouseDown() is that this only returns * true when the left mouse button is released. */ virtual bool WasLeftMouseDown() = 0; /** * Returns true if the right mouse button was pressed and released. * * The difference between this and IsRightMouseDown() is that this only returns * true when the right mouse button is released. */ virtual bool WasRightMouseDown() = 0; /** * Returns true if the left mouse button double click was done */ virtual bool IsLeftDoubleClick() = 0; /** * Returns the X position of the cursor in pixels */ virtual int GetMouseX() = 0; /** * Returns the Y position of the cursor in pixels */ virtual int GetMouseY() = 0; /** * Sets the X position of the cursor in pixels */ virtual void SetMouseX(int PosX) = 0; /** * Sets the Y position of the cursor in pixels */ virtual void SetMouseY(int PosY) = 0; /** * Returns true if a given key was pressed * @param KeyCode The key code to be checked * @return Returns true if the given key is done, otherwise false. */ virtual bool IsKeyDown(unsigned int KeyCode) = 0; /** * Returns true if a certain key was pushed and released. * * The difference between IsKeyDown() is that this only returns true after the key * has been released. This method facilitates the retrieval of keys, and reading * strings that users type. * @param KeyCode The key code to be checked */ virtual bool WasKeyDown(unsigned int KeyCode) = 0; typedef CallbackPtr CharacterCallback; /** * Registers a callback function for keyboard input. * * The callbacks that are registered with this function will be called whenever an * input key is pressed. A letter entry is different from the query using the * methods IsKeyDown () and WasKeyDown () in the sense that are treated instead * of actual scan-coded letters. These were taken into account, among other things: * the keyboard layout, the condition the Shift and Caps Lock keys and the repetition * of longer holding the key. * The input of strings by the user through use of callbacks should be implemented. * @return Returns true if the function was registered, otherwise false. */ virtual bool RegisterCharacterCallback(CallbackPtr Callback) = 0; /** * De-registeres a previously registered callback function. * @return Returns true if the function could be de-registered, otherwise false. */ virtual bool UnregisterCharacterCallback(CallbackPtr Callback) = 0; typedef CallbackPtr CommandCallback; /** * Registers a callback function for the input of commands that can have influence on the string input * * The callbacks that are registered with this function will be called whenever the input service * has a key that affects the character string input. This could be the following keys: * Enter, End, Left, Right, ... * The input of strings by the user through the use of callbacks should be implemented. * @return Returns true if the function was registered, otherwise false. */ virtual bool RegisterCommandCallback(CallbackPtr Callback) = 0; /** * Un-register a callback function for the input of commands that can have an influence on the string input. * @return Returns true if the function could be de-registered, otherwise false. */ virtual bool UnregisterCommandCallback(CommandCallback Callback) = 0; virtual void ReportCharacter(unsigned char Character) = 0; virtual void ReportCommand(KEY_COMMANDS Command) = 0; private: bool _RegisterScriptBindings(); }; } // End of namespace Sword25 #endif