1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
|
/* 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 COMMON_EVENTS_H
#define COMMON_EVENTS_H
#include "common/keyboard.h"
#include "common/queue.h"
#include "common/rect.h"
#include "common/noncopyable.h"
#include "common/list.h"
#include "common/singleton.h"
namespace Common {
/**
* The types of events backends may generate.
* @see Event
*
* @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
* likewise EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
* To do that, we just have to add a field to the Event which
* indicates which button was pressed.
*/
enum EventType {
EVENT_INVALID = 0,
/** A key was pressed, details in Event::kbd. */
EVENT_KEYDOWN = 1,
/** A key was released, details in Event::kbd. */
EVENT_KEYUP = 2,
/** The mouse moved, details in Event::mouse. */
EVENT_MOUSEMOVE = 3,
EVENT_LBUTTONDOWN = 4,
EVENT_LBUTTONUP = 5,
EVENT_RBUTTONDOWN = 6,
EVENT_RBUTTONUP = 7,
EVENT_WHEELUP = 8,
EVENT_WHEELDOWN = 9,
EVENT_MBUTTONDOWN = 13,
EVENT_MBUTTONUP = 14,
EVENT_MAINMENU = 15,
EVENT_RTL = 16,
EVENT_MUTE = 17,
EVENT_QUIT = 10,
EVENT_SCREEN_CHANGED = 11,
/**
* The backend requests the agi engine's predictive dialog to be shown.
* TODO: Fingolfin suggests that it would be of better value to expand
* on this notion by generalizing its use. For example the backend could
* use events to ask for the save game dialog or to pause the engine.
* An associated enumerated type can accomplish this.
**/
EVENT_PREDICTIVE_DIALOG = 12
#ifdef ENABLE_KEYMAPPER
,
// IMPORTANT NOTE: This is part of the WIP Keymapper. If you plan to use
// this, please talk to tsoliman and/or LordHoto.
EVENT_CUSTOM_BACKEND_ACTION = 18,
EVENT_CUSTOM_BACKEND_HARDWARE = 21,
EVENT_GUI_REMAP_COMPLETE_ACTION = 22,
EVENT_KEYMAPPER_REMAP = 19
#endif
#ifdef ENABLE_VKEYBD
,
EVENT_VIRTUAL_KEYBOARD = 20
#endif
};
typedef uint32 CustomEventType;
/**
* Data structure for an event. A pointer to an instance of Event
* can be passed to pollEvent.
*/
struct Event {
/** The type of the event. */
EventType type;
/** Flag to indicate if the event is real or synthetic. E.g. keyboard
* repeat events are synthetic.
*/
bool synthetic;
/**
* Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
* EVENT_KEYUP). For all other event types, content is undefined.
*/
KeyState kbd;
/**
* The mouse coordinates, in virtual screen coordinates. Only valid
* for mouse events.
* Virtual screen coordinates means: the coordinate system of the
* screen area as defined by the most recent call to initSize().
*/
Point mouse;
#ifdef ENABLE_KEYMAPPER
// IMPORTANT NOTE: This is part of the WIP Keymapper. If you plan to use
// this, please talk to tsoliman and/or LordHoto.
CustomEventType customType;
#endif
Event() : type(EVENT_INVALID), synthetic(false) {
#ifdef ENABLE_KEYMAPPER
customType = 0;
#endif
}
};
/**
* A source of Events.
*
* An example for this is OSystem, it provides events created by the system
* and or user.
*/
class EventSource {
public:
virtual ~EventSource() {}
/**
* Queries a event from the source.
*
* @param event a reference to the event struct, where the event should be stored.
* @return true if an event was polled, false otherwise.
*/
virtual bool pollEvent(Event &event) = 0;
/**
* Checks whether events from this source are allowed to be mapped.
*
* Possible event sources not allowing mapping are: the event recorder/player and/or
* the EventManager, which allows user events to be pushed.
*
* By default we allow mapping for every event source.
*/
virtual bool allowMapping() const { return true; }
};
/**
* An artificial event source. This is class is used as an event source, which is
* made up by client specific events.
*
* Example usage cases for this are the Keymapper or the DefaultEventManager.
*/
class ArtificialEventSource : public EventSource {
protected:
Queue<Event> _artificialEventQueue;
public:
void addEvent(const Event &ev) {
_artificialEventQueue.push(ev);
}
bool pollEvent(Event &ev) {
if (!_artificialEventQueue.empty()) {
ev = _artificialEventQueue.pop();
return true;
} else {
return false;
}
}
/**
* By default an artificial event source prevents its events
* from being mapped.
*/
virtual bool allowMapping() const { return false; }
};
/**
* Object which catches and processes Events.
*
* An example for this is the Engine object, it is catching events and processing them.
*/
class EventObserver {
public:
virtual ~EventObserver() {}
/**
* Notifies the observer of an incoming event.
*
* An observer is supposed to eat the event, with returning true, when
* it wants to prevent other observers from receiving the event.
* A usage example here is the keymapper:
* If it processes an Event, it should 'eat' it and create a new
* event, which the EventDispatcher will then catch.
*
* @param event the event, which is incoming.
* @return true if the event should not be passed to other observers,
* false otherwise.
*/
virtual bool notifyEvent(const Event &event) = 0;
/**
* Notifies the observer of pollEvent() query.
*
* @return true if the event should not be passed to other observers,
* false otherwise.
*/
virtual bool notifyPoll() { return false; }
};
/**
* A event mapper, which will map events to others.
*
* An example for this is the Keymapper.
*/
class EventMapper {
public:
virtual ~EventMapper() {}
/**
* Map an incoming event to one or more action events
*/
virtual List<Event> mapEvent(const Event &ev, EventSource *source) = 0;
virtual List<Event> getDelayedEvents() = 0;
};
class DefaultEventMapper : public EventMapper {
public:
DefaultEventMapper() : _delayedEvents(), _delayedEffectiveTime(0) {}
// EventMapper interface
virtual List<Event> mapEvent(const Event &ev, EventSource *source);
virtual List<Event> getDelayedEvents();
protected:
virtual void addDelayedEvent(uint32 millis, Event ev);
struct DelayedEventsEntry {
const uint32 timerOffset;
const Event event;
DelayedEventsEntry(const uint32 offset, const Event ev) : timerOffset(offset), event(ev) { }
};
Queue<DelayedEventsEntry> _delayedEvents;
uint32 _delayedEffectiveTime;
};
/**
* Dispatches events from various sources to various observers.
*
* EventDispatcher is using a priority based approach. Observers
* with higher priority will be notified before observers with
* lower priority. Because of the possibility that oberservers
* might 'eat' events, not all observers might be notified.
*
* Another speciality is the support for a event mapper, which
* will catch events and create new events out of them. This
* mapper will be processed before an event is sent to the
* observers.
*/
class EventDispatcher {
public:
EventDispatcher();
~EventDispatcher();
/**
* Tries to catch events from the registered event
* sources and dispatch them to the observers.
*
* This dispatches *all* events the sources offer.
*/
void dispatch();
/**
* Clear all events currently in the event queue.
* The cleared events are not dispatched and are simply discarded.
*/
void clearEvents();
/**
* Registers an event mapper with the dispatcher.
*
* The ownership of the "mapper" variable will pass
* to the EventDispatcher, thus it will be deleted
* with "delete", when EventDispatcher is destroyed.
*
* @param autoFree Destroy previous mapper [default]
* Normally we allow only one event mapper to exists,
* However Event Recorder must intervent into normal
* event flow without altering its semantics. Thus during
* Event Recorder playback and recording we allow
* two mappers.
*/
void registerMapper(EventMapper *mapper, bool autoFree = true);
/**
* Queries the setup event mapper.
*/
EventMapper *queryMapper() const { return _mapper; }
/**
* Registers a new EventSource with the Dispatcher.
*/
void registerSource(EventSource *source, bool autoFree);
/**
* Unregisters a EventSource.
*
* This takes the "autoFree" flag passed to registerSource into account.
*/
void unregisterSource(EventSource *source);
/**
* Registers a new EventObserver with the Dispatcher.
*
* @param listenPolls if set, then all pollEvent() calls are passed to observer
* currently it is used by keyMapper
*/
void registerObserver(EventObserver *obs, uint priority, bool autoFree, bool listenPolls = false);
/**
* Unregisters a EventObserver.
*
* This takes the "autoFree" flag passed to registerObserver into account.
*/
void unregisterObserver(EventObserver *obs);
private:
bool _autoFreeMapper;
EventMapper *_mapper;
struct Entry {
bool autoFree;
};
struct SourceEntry : public Entry {
EventSource *source;
};
List<SourceEntry> _sources;
struct ObserverEntry : public Entry {
uint priority;
EventObserver *observer;
bool poll;
};
List<ObserverEntry> _observers;
void dispatchEvent(const Event &event);
void dispatchPoll();
};
class Keymapper;
/**
* The EventManager provides user input events to the client code.
* In addition, it keeps track of the state of various input devices,
* like keys, mouse position and buttons.
*/
class EventManager : NonCopyable {
public:
EventManager() {}
virtual ~EventManager() {}
enum {
LBUTTON = 1 << 0,
RBUTTON = 1 << 1
};
/**
* Initialize the event manager.
* @note called after graphics system has been set up
*/
virtual void init() {}
/**
* Get the next event in the event queue.
* @param event point to an Event struct, which will be filled with the event data.
* @return true if an event was retrieved.
*/
virtual bool pollEvent(Event &event) = 0;
/**
* Pushes a "fake" event into the event queue
*/
virtual void pushEvent(const Event &event) = 0;
/** Return the current mouse position */
virtual Point getMousePos() const = 0;
/**
* Return a bitmask with the button states:
* - bit 0: left button up=0, down=1
* - bit 1: right button up=0, down=1
*/
virtual int getButtonState() const = 0;
/** Get a bitmask with the current modifier state */
virtual int getModifierState() const = 0;
/**
* Should the application terminate? Set to true if we
* received an EVENT_QUIT.
*/
virtual int shouldQuit() const = 0;
/**
* Should we return to the launcher?
*/
virtual int shouldRTL() const = 0;
/**
* Reset the "return to launcher" flag (as returned shouldRTL()) to false.
* Used when we have returned to the launcher.
*/
virtual void resetRTL() = 0;
#ifdef FORCE_RTL
virtual void resetQuit() = 0;
#endif
// Optional: check whether a given key is currently pressed ????
//virtual bool isKeyPressed(int keycode) = 0;
// TODO: Keyboard repeat support?
// TODO: Consider removing OSystem::getScreenChangeID and
// replacing it by a generic getScreenChangeID method here
#ifdef ENABLE_KEYMAPPER
virtual Keymapper *getKeymapper() = 0;
#endif
enum {
/**
* Priority of the event manager, for now it's lowest since it eats
* *all* events, we might to change that in the future though.
*/
kEventManPriority = 0,
/**
* Priority of the event recorder. It has to go after event manager
* in order to record events generated by it
*/
kEventRecorderPriority = 1
};
/**
* Returns the underlying EventDispatcher.
*/
EventDispatcher *getEventDispatcher() { return &_dispatcher; }
protected:
EventDispatcher _dispatcher;
};
} // End of namespace Common
#endif
|