/* 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 TITANIC_EVENTS_H #define TITANIC_EVENTS_H #include "common/scummsys.h" #include "common/events.h" #include "common/stack.h" #include "support/rect.h" namespace Titanic { #define GAME_FRAME_RATE 30 #define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE) #define DOUBLE_CLICK_TIME 100 enum SpecialButtons { MK_LBUTTON = 1, MK_RBUTTON = 2, MK_SHIFT = 4, MK_CONTROL = 8, MK_MBUTTON = 0x10 }; class TitanicEngine; /** * A base class for windows that can receive event messages */ class CEventTarget { public: virtual ~CEventTarget() {} /** * Called to handle any regular updates the game requires */ virtual void onIdle() {} /** * Mouse/key event handlers */ virtual void mouseMove(const Point &mousePos) {} virtual void leftButtonDown(const Point &mousePos) {} virtual void leftButtonUp(const Point &mousePos) {} virtual void leftButtonDoubleClick(const Point &mousePos) {} virtual void middleButtonDown(const Point &mousePos) {} virtual void middleButtonUp(const Point &mousePos) {} virtual void middleButtonDoubleClick(const Point &mousePos) {} virtual void mouseWheel(const Point &mousePos, bool wheelUp) {} virtual void keyDown(Common::KeyState keyState) {} virtual void keyUp(Common::KeyState keyState) {} }; /** * An event target used for waiting for a mouse or keypress */ class CPressTarget : public CEventTarget { public: bool _pressed; public: CPressTarget() : _pressed(false) {} virtual ~CPressTarget() {} virtual void leftButtonDown(const Point &mousePos) { _pressed = true; } virtual void middleButtonDown(const Point &mousePos) { _pressed = true; } virtual void keyDown(Common::KeyState keyState) { if (keyState.ascii) _pressed = true; } }; class Events { private: TitanicEngine *_vm; Common::Stack _eventTargets; uint32 _frameCounter; uint32 _priorFrameTime; uint _totalFrames; Common::Point _mousePos; uint _specialButtons; /** * Check whether it's time to display the next screen frame */ bool checkForNextFrameCounter(); /** * Return the currently active event target */ CEventTarget *eventTarget() const { return _eventTargets.top(); } /** * Handles setting/resettings special buttons on key up/down */ void handleKbdSpecial(Common::KeyState keyState); public: Events(TitanicEngine *vm); ~Events() {} /** * Adds a new event target to the top of the list. It will get * all events generated until such time as another is pushed on * top of it, or the removeTarget method is called */ void addTarget(CEventTarget *target) { _eventTargets.push(target); } /** * Removes the currently active event target */ void removeTarget() { _eventTargets.pop(); } /** * 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(); /** * Return the current game frame number */ uint32 getFrameCounter() const { return _frameCounter; } /** * Return the current game ticks */ uint32 getTicksCount() const; /** * Get the total number of playtime frames/ticks */ uint32 getTotalPlayTicks() const; /** * Set the total number of frames/ticks played */ void setTotalPlayTicks(uint frames); /** * Sleep for a specified period of time */ void sleep(uint time); /** * Wait for a mouse or keypress */ bool waitForPress(uint expiry); /** * Get the mouse position */ Common::Point getMousePos() const { return _mousePos; } /** * Sets the mouse position */ void setMousePos(const Common::Point &pt); /* * Return whether a given special key is currently pressed */ bool isSpecialPressed(SpecialButtons btn) const { return (_specialButtons & btn) != 0; } /** * Returns the bitset of the currently pressed special buttons */ uint getSpecialButtons() const { return _specialButtons; } }; } // End of namespace Titanic #endif /* TITANIC_EVENTS_H */