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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 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);
/**
* Toggle between standard game speed and an "extra fast" mode
*/
void toggleSpeed();
/**
* 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 */
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