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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_BASE_KEYBOARD_STATE_H
#define WINTERMUTE_BASE_KEYBOARD_STATE_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/base/base_scriptable.h"
#include "common/keyboard.h"
#include "common/events.h"
namespace Wintermute {
class BaseKeyboardState : public BaseScriptable {
public:
DECLARE_PERSISTENT(BaseKeyboardState, BaseScriptable)
BaseKeyboardState(BaseGame *inGame);
virtual ~BaseKeyboardState();
bool readKey(Common::Event *event);
void handleKeyPress(Common::Event *event);
void handleKeyRelease(Common::Event *event);
static bool isShiftDown();
static bool isControlDown();
static bool isAltDown();
bool isCurrentPrintable() const;
// scripting interface
virtual ScValue *scGetProperty(const Common::String &name);
virtual bool scSetProperty(const char *name, ScValue *value);
virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
virtual const char *scToString();
private:
bool _currentPrintable;
uint32 _currentKeyData;
uint32 _currentCharCode;
bool _currentShift;
bool _currentAlt;
bool _currentControl;
uint8 *_keyStates;
uint32 keyCodeToVKey(Common::Event *event); //TODO, add more mappings
Common::KeyCode vKeyToKeyCode(uint32 vkey); //TODO, reimplement using ScummVM-backend
};
} // End of namespace Wintermute
#endif
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