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events.h

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-13-0/common/events.h $
 * $Id: events.h 35813 2009-01-11 00:20:27Z sev $
 *
 */

#ifndef COMMON_EVENTS_H
#define COMMON_EVENTS_H

#include "common/keyboard.h"
#include "common/queue.h"
#include "common/rect.h"
#include "common/noncopyable.h"

namespace Common {

/**
 * The types of events backends may generate.
 * @see Event
 *
 * @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
 *       likewise EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
 *       To do that, we just have to add a field to the Event which
 *       indicates which button was pressed.
 */
enum EventType {
      EVENT_INVALID = 0,
      /** A key was pressed, details in Event::kbd. */
      EVENT_KEYDOWN = 1,
      /** A key was released, details in Event::kbd. */
      EVENT_KEYUP = 2,
      /** The mouse moved, details in Event::mouse. */
      EVENT_MOUSEMOVE = 3,
      EVENT_LBUTTONDOWN = 4,
      EVENT_LBUTTONUP = 5,
      EVENT_RBUTTONDOWN = 6,
      EVENT_RBUTTONUP = 7,
      EVENT_WHEELUP = 8,
      EVENT_WHEELDOWN = 9,
      EVENT_MBUTTONDOWN = 13,
      EVENT_MBUTTONUP = 14,

      EVENT_MAINMENU = 15,
      EVENT_RTL = 16,

      EVENT_QUIT = 10,
      EVENT_SCREEN_CHANGED = 11,
      /**
       * The backend requests the agi engine's predictive dialog to be shown.
       * TODO: Fingolfin suggests that it would be of better value to expand
       * on this notion by generalizing its use. For example the backend could
       * use events to ask for the save game dialog or to pause the engine.
       * An associated enumerated type can accomplish this.
       **/
      EVENT_PREDICTIVE_DIALOG = 12
};

/**
 * Data structure for an event. A pointer to an instance of Event
 * can be passed to pollEvent.
 * @todo Rework/document this structure. It should be made 100% clear which
 *       field is valid for which event type.
 *       Implementation wise, we might want to use the classic
 *       union-of-structs trick. It goes roughly like this:
 *       struct BasicEvent {
 *          EventType type;
 *       };
 *       struct MouseMovedEvent : BasicEvent {
 *          Common::Point pos;
 *       };
 *       struct MouseButtonEvent : MouseMovedEvent {
 *          int button;
 *       };
 *       struct KeyEvent : BasicEvent {
 *          ...
 *       };
 *       ...
 *       union Event {
 *          EventType type;
 *          MouseMovedEvent mouse;
 *          MouseButtonEvent button;
 *          KeyEvent key;
 *          ...
 *       };
 */
00105 struct Event {
      /** The type of the event. */
00107       EventType type;
      /** Flag to indicate if the event is real or synthetic. E.g. keyboard
        * repeat events are synthetic.
        */
00111       bool synthetic;
      /**
        * Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
        * EVENT_KEYUP). For all other event types, content is undefined.
        */
00116       KeyState kbd;
      /**
       * The mouse coordinates, in virtual screen coordinates. Only valid
       * for mouse events.
       * Virtual screen coordinates means: the coordinate system of the
       * screen area as defined by the most recent call to initSize().
       */
00123       Common::Point mouse;

      Event() : type(EVENT_INVALID), synthetic(false) {}
};

class Keymapper;

/**
 * The EventManager provides user input events to the client code.
 * In addition, it keeps track of the state of various input devices,
 * like keys, mouse position and buttons.
 */
00135 class EventManager : NonCopyable {
public:
      EventManager() {}
      virtual ~EventManager() {}

      enum {
            LBUTTON = 1 << 0,
            RBUTTON = 1 << 1
      };


      /**
       * Initialise the event manager.
       * @note    called after graphics system has been set up
       */
00150       virtual void init() {}
      /**
       * Get the next event in the event queue.
       * @param event   point to an Event struct, which will be filled with the event data.
       * @return true if an event was retrieved.
       */
      virtual bool pollEvent(Common::Event &event) = 0;

      /**
       * Pushes a "fake" event into the event queue
       */
      virtual void pushEvent(const Common::Event &event) = 0;

      /** Register random source so it can be serialized in game test purposes **/
      virtual void registerRandomSource(Common::RandomSource &rnd, const char *name) = 0;

      virtual void processMillis(uint32 &millis) = 0;

      /** Return the current mouse position */
      virtual Common::Point getMousePos() const = 0;

      /**
       * Return a bitmask with the button states:
       * - bit 0: left button up=1, down=0
       * - bit 1: right button up=1, down=0
       */
      virtual int getButtonState() const = 0;

      /** Get a bitmask with the current modifier state */
      virtual int getModifierState() const = 0;

      /**
       * Should the application terminate? Set to true if we
       * received an EVENT_QUIT.
       */
      virtual int shouldQuit() const = 0;

      /**
       * Should we return to the launcher?
       */
      virtual int shouldRTL() const = 0;

      /**
       * Reset the "return to launcher" flag (as returned shouldRTL()) to false.
       * Used when we have returned to the launcher.
       */
      virtual void resetRTL() = 0;

      // Optional: check whether a given key is currently pressed ????
      //virtual bool isKeyPressed(int keycode) = 0;

      // TODO: Keyboard repeat support?

      // TODO: Consider removing OSystem::getScreenChangeID and
      // replacing it by a generic getScreenChangeID method here
#ifdef ENABLE_KEYMAPPER
      virtual Common::Keymapper *getKeymapper() = 0;
#endif

protected:

      Common::Queue<Common::Event> artificialEventQueue;
};

} // End of namespace Common

#endif

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