/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BKEYBOARD_STATE_H #define WINTERMUTE_BKEYBOARD_STATE_H #include "engines/wintermute/Base/BBase.h" #include "engines/wintermute/Base/BScriptable.h" #include "common/keyboard.h" #include "common/events.h" namespace WinterMute { class CBKeyboardState : public CBScriptable { public: uint32 _currentKeyData; uint32 _currentCharCode; bool _currentPrintable; bool _currentShift; bool _currentAlt; bool _currentControl; DECLARE_PERSISTENT(CBKeyboardState, CBScriptable) CBKeyboardState(CBGame *inGame); virtual ~CBKeyboardState(); HRESULT ReadKey(Common::Event *event); void handleKeyPress(Common::Event *event); void handleKeyRelease(Common::Event *event); static bool IsShiftDown(); static bool IsControlDown(); static bool IsAltDown(); // scripting interface virtual CScValue *scGetProperty(const char *name); virtual HRESULT scSetProperty(const char *name, CScValue *value); virtual HRESULT scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name); virtual const char *scToString(); private: uint8 *_keyStates; uint32 KeyCodeToVKey(Common::Event *event); Common::KeyCode VKeyToKeyCode(uint32 vkey); //TODO, reimplement using ScummVM-backend }; } // end of namespace WinterMute #endif