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
|
/* 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 SHERLOCK_EVENTS_H
#define SHERLOCK_EVENTS_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/stack.h"
#include "sherlock/image_file.h"
namespace Sherlock {
#define GAME_FRAME_RATE 30
#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
enum CursorId { ARROW = 0, MAGNIFY = 1, WAIT = 2, EXIT_ZONES_START = 5, INVALID_CURSOR = -1 };
class SherlockEngine;
class Events {
private:
SherlockEngine *_vm;
uint32 _frameCounter;
uint32 _priorFrameTime;
ImageFile *_cursorImages;
int _mouseButtons;
Common::Point _mousePos;
int _waitCounter;
uint _frameRate;
/**
* Check whether it's time to display the next screen frame
*/
bool checkForNextFrameCounter();
public:
CursorId _cursorId;
bool _pressed;
bool _released;
bool _rightPressed;
bool _rightReleased;
bool _oldButtons;
bool _oldRightButton;
bool _firstPress;
Common::Stack<Common::KeyState> _pendingKeys;
Common::Point _hotspotPos;
public:
Events(SherlockEngine *vm);
~Events();
/**
* Load a set of cursors from the specified file
*/
void loadCursors(const Common::String &filename);
/**
* Set the cursor to show
*/
void setCursor(CursorId cursorId);
/**
* Set the cursor to show from a passed frame
*/
void setCursor(const Graphics::Surface &src, int hotspotX = 0, int hotspotY = 0);
/**
* Set both a standard cursor as well as an inventory item above it
*/
void setCursor(CursorId cursorId, const Common::Point &cursorPos, const Graphics::Surface &surface);
/**
* Animates the mouse cursor if the Wait cursor is showing
*/
void animateCursorIfNeeded();
/**
* Show the mouse cursor
*/
void showCursor();
/**
* Hide the mouse cursor
*/
void hideCursor();
/**
* Returns the cursor
*/
CursorId getCursor() const;
/**
* Returns true if the mouse cursor is visible
*/
bool isCursorVisible() const;
/**
* Check for any pending events
*/
void pollEvents();
/**
* Poll for events and introduce a small delay, to allow the system to
* yield to other running programs
*/
void pollEventsAndWait();
/**
* Move the mouse cursor
*/
void warpMouse(const Common::Point &pt);
/**
* Move the mouse cursor to the center of the screen
*/
void warpMouse();
/**
* Get the current mouse position
*/
Common::Point screenMousePos() const { return _mousePos; }
/**
* Get the current mouse position within the scene, adjusted by the scroll position
*/
Common::Point mousePos() const;
/**
* Override the default frame rate
*/
void setFrameRate(int newRate);
/**
* Return the current game frame number
*/
uint32 getFrameCounter() const { return _frameCounter; }
/**
* Returns true if there's a pending keyboard key
*/
bool kbHit() const { return !_pendingKeys.empty(); }
/**
* Get a pending keypress
*/
Common::KeyState getKey();
/**
* Clear any current keypress or mouse click
*/
void clearEvents();
/**
* Clear any pending keyboard inputs
*/
void clearKeyboard();
/**
* Delay for a given number of game frames, where each frame is 1/60th of a second
*/
void wait(int numFrames);
/**
* Does a delay of the specified number of milliseconds
*/
bool delay(uint32 time, bool interruptable = false);
/**
* Sets the pressed and released button flags on the raw button state previously set in pollEvents calls.
* @remarks The events manager has separate variables for the raw immediate and old button state
* versus the current buttons states for the frame. This method is expected to be called only once
* per game frame
*/
void setButtonState();
/**
* Checks to see to see if a key or a mouse button is pressed.
*/
bool checkInput();
/**
* Increment the wait counter
*/
void incWaitCounter();
/**
* Decrement the wait counter
*/
void decWaitCounter();
};
} // End of namespace Sherlock
#endif /* SHERLOCK_EVENTS_H */
|