/* 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 ZVISION_CONTROL_H #define ZVISION_CONTROL_H #include "common/keyboard.h" namespace Common { class SeekableReadStream; struct Point; class WriteStream; } namespace ZVision { class ZVision; class Control { public: Control() : _engine(0), _key(0), _enabled(false) {} Control(ZVision *engine, uint32 key) : _engine(engine), _key(key), _enabled(false) {} virtual ~Control() {} uint32 getKey() { return _key; } virtual void enable(); virtual void disable(); virtual void focus() {} virtual void unfocus() {} /** * Called when LeftMouse is pushed. Default is NOP. * * @param screenSpacePos The position of the mouse in screen space * @param backgroundImageSpacePos The position of the mouse in background image space */ virtual void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {} /** * Called when LeftMouse is lifted. Default is NOP. * * @param screenSpacePos The position of the mouse in screen space * @param backgroundImageSpacePos The position of the mouse in background image space */ virtual void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {} /** * Called on every MouseMove. Default is NOP. * * @param screenSpacePos The position of the mouse in screen space * @param backgroundImageSpacePos The position of the mouse in background image space * @return Was the cursor changed? */ virtual bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { return false; } /** * Called when a key is pressed. Default is NOP. * * @param keycode The key that was pressed */ virtual void onKeyDown(Common::KeyState keyState) {} /** * Called when a key is released. Default is NOP. * * @param keycode The key that was pressed */ virtual void onKeyUp(Common::KeyState keyState) {} /** * Processes the node given the deltaTime since last frame. Default is NOP. * * @param deltaTimeInMillis The number of milliseconds that have passed since last frame * @return If true, the node can be deleted after process() finishes */ virtual bool process(uint32 deltaTimeInMillis) { return false; } /** * Serialize a Control for save game use. This should only be used if a Control needs * to save values that would be different from initialization. AKA a TimerNode needs to * store the amount of time left on the timer. Any Controls overriding this *MUST* write * their key as the first data outputted. The default implementation is NOP. * * NOTE: If this method is overridden, you MUST also override deserialize() * and needsSerialization() * * @param stream Stream to write any needed data to */ virtual void serialize(Common::WriteStream *stream) {} /** * De-serialize data from a save game stream. This should only be implemented if the * Control also implements serialize(). The calling method assumes the size of the * data read from the stream exactly equals that written in serialize(). The default * implementation is NOP. * * NOTE: If this method is overridden, you MUST also override serialize() * and needsSerialization() * * @param stream Save game file stream */ virtual void deserialize(Common::SeekableReadStream *stream) {} /** * If a Control overrides serialize() and deserialize(), this should return true * * @return Does the Control need save game serialization? */ virtual inline bool needsSerialization() { return false; } protected: ZVision * _engine; uint32 _key; bool _enabled; // Static member functions public: static void parseFlatControl(ZVision *engine); static void parsePanoramaControl(ZVision *engine, Common::SeekableReadStream &stream); static void parseTiltControl(ZVision *engine, Common::SeekableReadStream &stream); }; // TODO: Implement InputControl // TODO: Implement SaveControl // TODO: Implement SlotControl // TODO: Implement SafeControl // TODO: Implement FistControl // TODO: Implement HotMovieControl // TODO: Implement PaintControl // TODO: Implement TilterControl } // End of namespace ZVision #endif