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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 ZVISION_CONTROL_H
#define ZVISION_CONTROL_H
#include "common/types.h"
#include "common/keyboard.h"
namespace Common {
class SeekableReadStream;
struct Point;
class WriteStream;
}
namespace ZVision {
class ZVision;
class Control {
public:
Control() : _engine(0), _key(0), _enabled(false) {}
Control(ZVision *engine, uint32 key) : _engine(engine), _key(key), _enabled(false) {}
virtual ~Control() {}
uint32 getKey() { return _key; }
virtual void enable();
virtual void disable();
/**
* Called when LeftMouse is pushed. Default is NOP.
*
* @param screenSpacePos The position of the mouse in screen space
* @param backgroundImageSpacePos The position of the mouse in background image space
*/
virtual void onMouseDown(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {}
/**
* Called when LeftMouse is lifted. Default is NOP.
*
* @param screenSpacePos The position of the mouse in screen space
* @param backgroundImageSpacePos The position of the mouse in background image space
*/
virtual void onMouseUp(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) {}
/**
* Called on every MouseMove. Default is NOP.
*
* @param screenSpacePos The position of the mouse in screen space
* @param backgroundImageSpacePos The position of the mouse in background image space
* @return Was the cursor changed?
*/
virtual bool onMouseMove(const Common::Point &screenSpacePos, const Common::Point &backgroundImageSpacePos) { return false; }
/**
* Called when a key is pressed. Default is NOP.
*
* @param keycode The key that was pressed
*/
virtual void onKeyDown(Common::KeyState keyState) {}
/**
* Called when a key is released. Default is NOP.
*
* @param keycode The key that was pressed
*/
virtual void onKeyUp(Common::KeyState keyState) {}
/**
* Processes the node given the deltaTime since last frame. Default is NOP.
*
* @param deltaTimeInMillis The number of milliseconds that have passed since last frame
* @return If true, the node can be deleted after process() finishes
*/
virtual bool process(uint32 deltaTimeInMillis) { return false; }
/**
* Serialize a Control for save game use. This should only be used if a Control needs
* to save values that would be different from initialization. AKA a TimerNode needs to
* store the amount of time left on the timer. Any Controls overriding this *MUST* write
* their key as the first data outputted. The default implementation is NOP.
*
* NOTE: If this method is overridden, you MUST also override deserialize()
* and needsSerialization()
*
* @param stream Stream to write any needed data to
*/
virtual void serialize(Common::WriteStream *stream) {}
/**
* De-serialize data from a save game stream. This should only be implemented if the
* Control also implements serialize(). The calling method assumes the size of the
* data read from the stream exactly equals that written in serialize(). The default
* implementation is NOP.
*
* NOTE: If this method is overridden, you MUST also override serialize()
* and needsSerialization()
*
* @param stream Save game file stream
*/
virtual void deserialize(Common::SeekableReadStream *stream) {}
/**
* If a Control overrides serialize() and deserialize(), this should return true
*
* @return Does the Control need save game serialization?
*/
virtual inline bool needsSerialization() { return false; }
protected:
ZVision * _engine;
uint32 _key;
bool _enabled;
// Static member functions
public:
static void parseFlatControl(ZVision *engine);
static void parsePanoramaControl(ZVision *engine, Common::SeekableReadStream &stream);
static void parseTiltControl(ZVision *engine, Common::SeekableReadStream &stream);
};
// TODO: Implement InputControl
// TODO: Implement SaveControl
// TODO: Implement SlotControl
// TODO: Implement SafeControl
// TODO: Implement FistControl
// TODO: Implement HotMovieControl
// TODO: Implement PaintControl
// TODO: Implement TilterControl
} // End of namespace ZVision
#endif
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