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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
 * 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.
 * $URL$
 * $Id$


#include "backends/events/default/default-events.h"

#include "backends/platform/sdl/sdl-sys.h"

 * The SDL event source.
00037 class SdlEventSource : public Common::EventSource {
      virtual ~SdlEventSource();

       * Gets and processes SDL events.
      virtual bool pollEvent(Common::Event &event);

       * Resets keyboard emulation after a video screen change
      virtual void resetKeyboadEmulation(int16 x_max, int16 y_max);

       * Toggles mouse input grab
      virtual void toggleMouseGrab();

      /** @name Keyboard mouse emulation
       * Disabled by fingolfin 2004-12-18.
       * I am keeping the rest of the code in for now, since the joystick
       * code (or rather, "hack") uses it, too.

00065       struct KbdMouse {
            int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count;
            uint32 last_time, delay_time, x_down_time, y_down_time;
      KbdMouse _km;


      /** Scroll lock state - since SDL doesn't track it */
00074       bool _scrollLock;
      /** Joystick */
00077       SDL_Joystick *_joystick;

      /** Last screen id for checking if it was modified */
00080       int _lastScreenID;

       * Pre process an event before it is dispatched.
00085       virtual void preprocessEvents(SDL_Event *event) {}

       * Dispatchs SDL events for each handler.
      virtual bool dispatchSDLEvent(SDL_Event &ev, Common::Event &event);

      /** @name Event Handlers
       * Handlers for specific SDL events, called by SdlEventSource::dispatchSDLEvent().
       * This way, if a managers inherits fromt this SDL events manager, it can
       * change the behavior of only a single event, without having to override all
       * of SdlEventSource::dispatchSDLEvent().

      virtual bool handleKeyDown(SDL_Event &ev, Common::Event &event);
      virtual bool handleKeyUp(SDL_Event &ev, Common::Event &event);
      virtual bool handleMouseMotion(SDL_Event &ev, Common::Event &event);
      virtual bool handleMouseButtonDown(SDL_Event &ev, Common::Event &event);
      virtual bool handleMouseButtonUp(SDL_Event &ev, Common::Event &event);
      virtual bool handleJoyButtonDown(SDL_Event &ev, Common::Event &event);
      virtual bool handleJoyButtonUp(SDL_Event &ev, Common::Event &event);
      virtual bool handleJoyAxisMotion(SDL_Event &ev, Common::Event &event);
      virtual void handleKbdMouse();


       * Assigns the mouse coords to the mouse event
      virtual void fillMouseEvent(Common::Event &event, int x, int y);

       * Remaps key events. This allows platforms to configure
       * their custom keys.
      virtual bool remapKey(SDL_Event &ev, Common::Event &event);

       * Maps the ASCII value of key
      virtual int mapKey(SDLKey key, SDLMod mod, Uint16 unicode);

       * Configures the key modifiers flags status
      virtual void SDLModToOSystemKeyFlags(SDLMod mod, Common::Event &event);


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