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/* 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 BADA_FORM_H
#define BADA_FORM_H
#include <FApp.h>
#include <FUi.h>
#include <FSystem.h>
#include <FBase.h>
#include <FUiITouchEventListener.h>
#include <FUiITextEventListener.h>
#include "config.h"
#include "common/scummsys.h"
#include "common/events.h"
#include "common/queue.h"
#include "common/mutex.h"
//
// BadaAppForm
//
class BadaAppForm : public Osp::Ui::Controls::Form,
public Osp::Ui::IOrientationEventListener,
public Osp::Ui::ITouchEventListener,
public Osp::Ui::IKeyEventListener,
public Osp::Base::Runtime::IRunnable {
public:
BadaAppForm();
~BadaAppForm();
result Construct();
bool pollEvent(Common::Event &event);
bool isClosing() { return _state == kClosingState; }
void pushKey(Common::KeyCode keycode);
void exitSystem();
private:
Object *Run();
result OnInitializing(void);
result OnDraw(void);
void OnOrientationChanged(const Osp::Ui::Control &source,
Osp::Ui::OrientationStatus orientationStatus);
void OnTouchDoublePressed(const Osp::Ui::Control &source,
const Osp::Graphics::Point ¤tPosition,
const Osp::Ui::TouchEventInfo &touchInfo);
void OnTouchFocusIn(const Osp::Ui::Control &source,
const Osp::Graphics::Point ¤tPosition,
const Osp::Ui::TouchEventInfo &touchInfo);
void OnTouchFocusOut(const Osp::Ui::Control &source,
const Osp::Graphics::Point ¤tPosition,
const Osp::Ui::TouchEventInfo &touchInfo);
void OnTouchLongPressed(const Osp::Ui::Control &source,
const Osp::Graphics::Point ¤tPosition,
const Osp::Ui::TouchEventInfo &touchInfo);
void OnTouchMoved(const Osp::Ui::Control &source,
const Osp::Graphics::Point ¤tPosition,
const Osp::Ui::TouchEventInfo &touchInfo);
void OnTouchPressed(const Osp::Ui::Control &source,
const Osp::Graphics::Point ¤tPosition,
const Osp::Ui::TouchEventInfo &touchInfo);
void OnTouchReleased(const Osp::Ui::Control &source,
const Osp::Graphics::Point ¤tPosition,
const Osp::Ui::TouchEventInfo &touchInfo);
void OnKeyLongPressed(const Osp::Ui::Control &source,
Osp::Ui::KeyCode keyCode);
void OnKeyPressed(const Osp::Ui::Control &source,
Osp::Ui::KeyCode keyCode);
void OnKeyReleased(const Osp::Ui::Control &source,
Osp::Ui::KeyCode keyCode);
void pushEvent(Common::EventType type,
const Osp::Graphics::Point ¤tPosition);
void terminate();
void setButtonShortcut();
void setShortcut();
void setVolume(bool up, bool minMax);
void showKeypad();
// event handling
Osp::Base::Runtime::Thread *_gameThread;
Osp::Base::Runtime::Mutex *_eventQueueLock;
Common::Queue<Common::Event> _eventQueue;
enum { kInitState, kActiveState, kClosingState, kDoneState, kErrorState } _state;
enum { kLeftButton, kRightButtonOnce, kRightButton, kMoveOnly } _buttonState;
enum { kControlMouse, kEscapeKey, kGameMenu, kShowKeypad, kSetVolume } _shortcut;
};
#endif
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