1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_ENGINE_AC_SYS_EVENTS_H
#define AGS_ENGINE_AC_SYS_EVENTS_H
#include "common/events.h"
#include "ags/shared/ac/keycode.h"
namespace AGS3 {
// Keyboard input handling
//
// avoid including SDL.h here, at least for now, because that leads to conflicts with allegro
union SDL_Event;
// Tells if key event refers to one of the mod-keys
inline bool is_mod_key(const Common::KeyState &ks) {
return ks.keycode == Common::KEYCODE_LCTRL || ks.keycode == Common::KEYCODE_RCTRL ||
ks.keycode == Common::KEYCODE_LALT || ks.keycode == Common::KEYCODE_RALT ||
ks.keycode == Common::KEYCODE_LSHIFT || ks.keycode == Common::KEYCODE_RSHIFT ||
ks.keycode == Common::KEYCODE_MODE;
}
// Converts mod key into merged mod (left & right) for easier handling
inline int make_merged_mod(int mod) {
int m_mod = 0;
if ((mod & Common::KBD_CTRL) != 0) m_mod |= Common::KBD_CTRL;
if ((mod & Common::KBD_SHIFT) != 0) m_mod |= Common::KBD_SHIFT;
if ((mod & Common::KBD_ALT) != 0) m_mod |= Common::KBD_ALT;
// what about Common::KBD_GUI, and there's also some Common::KEYCODE_MODE?
return m_mod;
}
// Converts ScummVM key event to eAGSKeyCode if it is in proper range,
// see comments to eAGSKeyCode for details.
// Optionally works in bacward compatible mode (old_keyhandle)
extern KeyInput ags_keycode_from_scummvm(const Common::Event &event, bool old_keyhandle);
// Tells if there are any buffered key events
extern bool ags_keyevent_ready();
// Queries for the next key event in buffer; returns uninitialized data if none was queued
extern Common::Event ags_get_next_keyevent();
// Tells if the key is currently down, provided AGS key.
// NOTE: for particular script codes this function returns positive if either of two keys are down.
extern int ags_iskeydown(eAGSKeyCode ags_key);
// Simulates key press with the given AGS key
extern void ags_simulate_keypress(eAGSKeyCode ags_key, bool old_keyhandle);
// Mouse input handling
//
// Tells if the mouse button is currently down
extern bool ags_misbuttondown(eAGSMouseButton but);
// Returns last "clicked" mouse button
extern eAGSMouseButton ags_mgetbutton();
// Returns recent relative mouse movement; resets accumulated values
extern void ags_mouse_acquire_relxy(int &x, int &y);
// Updates mouse cursor position in game
extern void ags_domouse();
// Returns -1 for wheel down and +1 for wheel up
// TODO: introduce constants for this
extern int ags_check_mouse_wheel();
// Other input utilities
//
// Clears buffered keypresses and mouse clicks;
// resets current key/mb states
void ags_clear_input_state();
// Clears buffered keypresses and mouse clicks, if any;
// does NOT reset current key/mb states
void ags_clear_input_buffer();
// Clears buffered mouse movement
void ags_clear_mouse_movement();
// Halts execution until any user input
// TODO: seriously not a good design, replace with event listening
extern void ags_wait_until_keypress();
// Events.
//
// Set engine callback for when quit event is received by the backend.
extern void sys_evt_set_quit_callback(void(*proc)(void));
// Set engine callback for when input focus is received or lost by the window.
extern void sys_evt_set_focus_callbacks(void(*switch_in)(void), void(*switch_out)(void));
// Process all events in the backend's queue.
extern void sys_evt_process_pending(void);
// Flushes system events following window initialization.
void sys_flush_events(void);
} // namespace AGS3
#endif
|