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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BKEYBOARD_STATE_H
#define WINTERMUTE_BKEYBOARD_STATE_H
#include "engines/wintermute/Base/BBase.h"
#include "engines/wintermute/Base/BScriptable.h"
#include "common/keyboard.h"
#include "common/events.h"
namespace WinterMute {
class CBKeyboardState : public CBScriptable {
public:
uint32 _currentKeyData;
uint32 _currentCharCode;
bool _currentPrintable;
bool _currentShift;
bool _currentAlt;
bool _currentControl;
DECLARE_PERSISTENT(CBKeyboardState, CBScriptable)
CBKeyboardState(CBGame *inGame);
virtual ~CBKeyboardState();
HRESULT ReadKey(Common::Event *event);
void handleKeyPress(Common::Event *event);
void handleKeyRelease(Common::Event *event);
static bool IsShiftDown();
static bool IsControlDown();
static bool IsAltDown();
// scripting interface
virtual CScValue *scGetProperty(const char *Name);
virtual HRESULT scSetProperty(const char *Name, CScValue *Value);
virtual HRESULT scCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name);
virtual const char *scToString();
private:
uint8 *_keyStates;
uint32 KeyCodeToVKey(Common::Event *event);
Common::KeyCode VKeyToKeyCode(uint32 vkey); //TODO, reimplement using ScummVM-backend
};
} // end of namespace WinterMute
#endif
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