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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 TITANIC_EVENTS_H
#define TITANIC_EVENTS_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/stack.h"
#include "support/rect.h"
namespace Titanic {
#define GAME_FRAME_RATE 30
#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
#define DOUBLE_CLICK_TIME 100
enum SpecialButtons {
MK_LBUTTON = 1, MK_RBUTTON = 2, MK_SHIFT = 4, MK_CONTROL = 8,
MK_MBUTTON = 0x10
};
class TitanicEngine;
/**
* A base class for windows that can receive event messages
*/
class CEventTarget {
public:
virtual ~CEventTarget() {}
/**
* Called to handle any regular updates the game requires
*/
virtual void onIdle() {}
/**
* Mouse/key event handlers
*/
virtual void mouseMove(const Point &mousePos) {}
virtual void leftButtonDown(const Point &mousePos) {}
virtual void leftButtonUp(const Point &mousePos) {}
virtual void leftButtonDoubleClick(const Point &mousePos) {}
virtual void middleButtonDown(const Point &mousePos) {}
virtual void middleButtonUp(const Point &mousePos) {}
virtual void middleButtonDoubleClick(const Point &mousePos) {}
virtual void rightButtonDown(const Point &mousePos) {}
virtual void rightButtonUp(const Point &mousePos) {}
virtual void mouseWheel(const Point &mousePos, bool wheelUp) {}
virtual void keyDown(Common::KeyState keyState) {}
virtual void keyUp(Common::KeyState keyState) {}
};
/**
* An eent target used for waiting for a mouse or keypress
*/
class CPressTarget : public CEventTarget {
public:
bool _pressed;
public:
CPressTarget() : _pressed(false) {}
virtual ~CPressTarget() {}
virtual void leftButtonDown(const Point &mousePos) { _pressed = true; }
virtual void middleButtonDown(const Point &mousePos) { _pressed = true; }
virtual void rightButtonDown(const Point &mousePos) { _pressed = true; }
virtual void keyDown(Common::KeyState keyState) { _pressed = true; }
};
class Events {
private:
TitanicEngine *_vm;
Common::Stack<CEventTarget *> _eventTargets;
uint32 _frameCounter;
uint32 _priorFrameTime;
Common::Point _mousePos;
uint _specialButtons;
/**
* Check whether it's time to display the next screen frame
*/
bool checkForNextFrameCounter();
/**
* Return the currently active event target
*/
CEventTarget *eventTarget() const {
return _eventTargets.top();
}
/**
* Handles setting/resettings special buttons on key up/down
*/
void handleKbdSpecial(Common::KeyState keyState);
public:
Events(TitanicEngine *vm);
~Events() {}
/**
* Adds a new event target to the top of the list. It will get
* all events generated until such time as another is pushed on
* top of it, or the removeTarget method is called
*/
void addTarget(CEventTarget *target) {
_eventTargets.push(target);
}
/**
* Removes the currently active event target
*/
void removeTarget() {
_eventTargets.pop();
}
/**
* 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();
/**
* Return the current game frame number
*/
uint32 getFrameCounter() const { return _frameCounter; }
/**
* Get the elapsed playtime
*/
uint32 getTicksCount() const;
/**
* Sleep for a specified period of time
*/
void sleep(uint time);
/**
* Wait for a mouse or keypress
*/
bool waitForPress(uint expiry);
/**
* Get the mouse position
*/
Common::Point getMousePos() const { return _mousePos; }
/**
* Sets the mouse position
*/
void setMousePos(const Common::Point &pt);
/*
* Return whether a given special key is currently pressed
*/
bool isSpecialPressed(SpecialButtons btn) const {
return (_specialButtons & btn) != 0;
}
/**
* Returns the bitset of the currently pressed special buttons
*/
uint getSpecialButtons() const { return _specialButtons; }
};
} // End of namespace Titanic
#endif /* TITANIC_EVENTS_H */
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