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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 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 ULTIMA4_CONTROLLERS_CONTROLLER_H
#define ULTIMA4_CONTROLLERS_CONTROLLER_H
#include "ultima/ultima4/metaengine.h"
namespace Ultima {
namespace Ultima4 {
/**
* A generic controller base class. Controllers are classes that
* contain the logic for responding to external events (e.g. keyboard,
* mouse, timers).
*/
class Controller {
public:
Controller(int timerInterval = 1);
virtual ~Controller();
/* methods for interacting with event manager */
virtual bool isCombatController() const {
return false;
}
/**
* The event manager will call this method to notify the active
* controller that a key has been pressed. The key will be passed on
* to the virtual keyPressed method.
*/
bool notifyKeyPressed(int key);
/**
* The event manager will call this method to notify that
* the left button was clicked
*/
bool notifyMousePress(const Common::Point &mousePos);
int getTimerInterval();
/**
* A simple adapter to make a timer callback into a controller method
* call.
*/
static void timerCallback(void *data);
/** control methods subclasses may want to override */
/**
* Called when a controller is made active
*/
virtual void setActive();
/**
* Key was pressed
*/
virtual bool keyPressed(int key) {
return false;
}
/**
* Mouse button was pressed
*/
virtual bool mousePressed(const Common::Point &mousePos) {
return false;
}
/**
* Handles keybinder actions
*/
virtual void keybinder(KeybindingAction action) {}
/**
* The default timerFired handler for a controller. By default,
* timers are ignored, but subclasses can override this method and it
* will be called every <interval> 1/4 seconds.
*/
virtual void timerFired();
/**
* Returns true if game should quit
*/
bool shouldQuit() const;
private:
int _timerInterval;
};
// helper functions for the waitable controller; they just avoid
// having eventhandler dependencies in this header file
void Controller_startWait();
void Controller_endWait();
/**
* Class template for controllers that can be "waited for".
* Subclasses should set the value variable and call doneWaiting when
* the controller has completed.
*/
template<class T>
class WaitableController : public Controller {
private:
bool _exitWhenDone;
T _defaultValue;
protected:
T _value;
void doneWaiting() {
if (_exitWhenDone)
Controller_endWait();
}
public:
WaitableController(T defaultValue) : _defaultValue(defaultValue),
_value(defaultValue), _exitWhenDone(false) {}
virtual T getValue() {
return shouldQuit() ? _defaultValue : _value;
}
virtual T waitFor() {
_exitWhenDone = true;
Controller_startWait();
return getValue();
}
/**
* Mouse button was pressed
*/
virtual bool mousePressed(const Common::Point &mousePos) {
// Treat mouse clicks as an abort
doneWaiting();
_value = _defaultValue;
return true;
}
};
class TurnCompleter {
public:
virtual ~TurnCompleter() {
}
virtual void finishTurn() = 0;
virtual void finishTurnAfterCombatEnds() {
finishTurn();
}
};
} // End of namespace Ultima4
} // End of namespace Ultima
#endif
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