scummvm/backends/common/virtual-keyboard.h

186 lines
4.2 KiB
C
Raw Normal View History

/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_VIRTUAL_KEYBOARD_H
#define COMMON_VIRTUAL_KEYBOARD_H
class OSystem;
#include "common/events.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
2008-07-07 15:06:43 +00:00
#include "common/image-map.h"
#include "common/keyboard.h"
#include "common/queue.h"
#include "common/str.h"
#include "graphics/surface.h"
namespace Common {
class VirtualKeyboardParser;
class VirtualKeyboard {
enum EventType {
kEventKey,
kEventSwitchMode,
kEventClose
};
struct Event {
Common::String name;
EventType type;
Graphics::Surface *rollOverImage;
void *data;
};
typedef Common::HashMap<Common::String, Event, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> EventMap;
struct Mode {
Common::String name;
Common::String resolution;
Common::String bitmapName;
Graphics::Surface *image;
OverlayColor transparentColor;
Common::ImageMap imageMap;
EventMap events;
Mode() : image(0) {}
};
typedef Common::HashMap<Common::String, Mode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> ModeMap;
enum HorizontalAlignment {
kAlignLeft,
kAlignCentre,
kAlignRight
};
enum VerticalAlignment {
kAlignTop,
kAlignMiddle,
kAlignBottom
};
public:
VirtualKeyboard();
virtual ~VirtualKeyboard();
/**
* Loads the keyboard pack with the given name.
* The system first looks for an uncompressed keyboard pack by searching
* for packName.xml in the filesystem, if this does not exist then it
* searches for a compressed keyboard pack by looking for packName.zip.
* @param packName name of the keyboard pack
*/
bool loadKeyboardPack(Common::String packName);
/**
* Shows the keyboard, starting an event loop that will intercept all
* user input (like a modal GUI dialog).
* It is assumed that the game has been paused, before this is called
*/
void show();
/**
* Hides the keyboard, ending the event loop.
*/
void hide();
/**
* Returns true if the keyboard is currently being shown
*/
bool isDisplaying() {
return _displaying;
}
/**
* Returns true if the keyboard is loaded and ready to be shown
*/
bool isLoaded() {
return _loaded;
}
protected:
OSystem *_system;
static const int SNAP_WIDTH = 10;
friend class VirtualKeyboardParser;
VirtualKeyboardParser *_parser;
// TODO : sort order of all this stuff
void reset();
void deleteEventData();
void screenChanged();
bool checkModeResolutions();
void setDefaultPosition();
void move(int16 x, int16 y);
void switchMode(Mode *newMode);
void switchMode(const Common::String& newMode);
Common::String findArea(int16 x, int16 y);
void processClick(const Common::String &area);
void runLoop();
void redraw();
Graphics::Surface _overlayBackup;
bool _loaded;
bool _displaying;
bool _needRedraw;
bool _firstRun;
ModeMap _modes;
Mode *_initialMode;
Mode *_currentMode;
int _lastScreenChanged;
Common::Rect _kbdBound;
HorizontalAlignment _hAlignment;
VerticalAlignment _vAlignment;
Common::String _areaDown;
Common::Point _dragPoint;
bool _drag;
Common::Queue<Common::KeyState> _keyQueue;
Common::KeyState *_keyDown;
static const int kCursorAnimateDelay = 250;
int _cursorAnimateCounter;
int _cursorAnimateTimer;
byte _cursor[2048];
void setupCursor();
void removeCursor();
void animateCursor();
};
} // End of namespace GUI
#endif