/* 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_BASE_KEYBOARD_STATE_H #define WINTERMUTE_BASE_KEYBOARD_STATE_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/base/base_scriptable.h" #include "common/keyboard.h" #include "common/events.h" namespace Wintermute { class BaseKeyboardState : public BaseScriptable { public: DECLARE_PERSISTENT(BaseKeyboardState, BaseScriptable) BaseKeyboardState(BaseGame *inGame); virtual ~BaseKeyboardState(); bool readKey(Common::Event *event); void handleKeyPress(Common::Event *event); void handleKeyRelease(Common::Event *event); static bool isShiftDown(); static bool isControlDown(); static bool isAltDown(); bool isCurrentPrintable() const; // scripting interface virtual ScValue *scGetProperty(const Common::String &name); virtual bool scSetProperty(const char *name, ScValue *value); virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name); virtual const char *scToString(); private: bool _currentPrintable; uint32 _currentKeyData; uint32 _currentCharCode; bool _currentShift; bool _currentAlt; bool _currentControl; uint8 *_keyStates; uint32 keyCodeToVKey(Common::Event *event); //TODO, add more mappings Common::KeyCode vKeyToKeyCode(uint32 vkey); //TODO, reimplement using ScummVM-backend }; } // End of namespace Wintermute #endif