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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.
*
* $URL$
* $Id$
*
*/
#ifndef PARALLACTION_INPUT_H
#define PARALLACTION_INPUT_H
#include "parallaction/objects.h"
#include "parallaction/inventory.h"
namespace Parallaction {
enum {
kMouseNone = 0,
kMouseLeftUp = 1,
kMouseLeftDown = 2,
kMouseRightUp = 4,
kMouseRightDown = 8
};
struct InputData {
uint16 _event;
Common::Point _mousePos;
int16 _inventoryIndex;
ZonePtr _zone;
Label* _label;
};
class Input {
void updateGameInput();
void updateCommentInput();
// input-only
InputData _inputData;
bool _actionAfterWalk; // actived when the character needs to move before taking an action
// these two could/should be merged as they carry on the same duty in two member functions,
// respectively processInput and translateInput
int16 _transCurrentHoverItem;
InputData *translateInput();
bool translateGameInput();
bool translateInventoryInput();
Parallaction *_vm;
Common::Point _mousePos;
uint16 _mouseButtons;
bool _mouseHidden;
ZonePtr _hoverZone;
public:
enum {
kInputModeGame = 0,
kInputModeComment = 1
};
Input(Parallaction *vm) : _vm(vm) {
_transCurrentHoverItem = 0;
_actionAfterWalk = false; // actived when the character needs to move before taking an action
_mouseHidden = false;
_activeItem._index = 0;
_activeItem._id = 0;
_mouseButtons = 0;
}
virtual ~Input() { }
void showCursor(bool visible);
void getCursorPos(Common::Point& p) {
p = _mousePos;
}
int _inputMode;
InventoryItem _activeItem;
uint16 readInput();
InputData* updateInput();
void waitUntilLeftClick();
void waitForButtonEvent(uint32 buttonEventMask, int32 timeout = -1);
uint32 getLastButtonEvent() { return _mouseButtons; }
void stopHovering() {
_hoverZone = nullZonePtr;
}
};
} // namespace Parallaction
#endif
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