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author | Eugene Sandulenko | 2017-03-09 09:14:24 +0100 |
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committer | Eugene Sandulenko | 2017-03-09 17:57:12 +0100 |
commit | 4c3f07b3e066cb6ab5d6d9b6fe4dd106a79cc530 (patch) | |
tree | fc38d9848647e7bf997b0667bf90290bc8dc0116 /engines/director/events.cpp | |
parent | bd54615363ec96c8decf34cd039017b91c7c279e (diff) | |
download | scummvm-rg350-4c3f07b3e066cb6ab5d6d9b6fe4dd106a79cc530.tar.gz scummvm-rg350-4c3f07b3e066cb6ab5d6d9b6fe4dd106a79cc530.tar.bz2 scummvm-rg350-4c3f07b3e066cb6ab5d6d9b6fe4dd106a79cc530.zip |
DIRECTOR: Moved event processor to events.cpp
Diffstat (limited to 'engines/director/events.cpp')
-rw-r--r-- | engines/director/events.cpp | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/engines/director/events.cpp b/engines/director/events.cpp new file mode 100644 index 0000000000..613e83c352 --- /dev/null +++ b/engines/director/events.cpp @@ -0,0 +1,124 @@ +/* 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. + * + */ + +#include "common/system.h" +#include "common/events.h" + +#include "director/director.h" +#include "director/frame.h" +#include "director/score.h" +#include "director/sprite.h" +#include "director/lingo/lingo.h" + +namespace Director { + +void processQuitEvent() { + Common::Event event; + + while (g_system->getEventManager()->pollEvent(event)) { + if (event.type == Common::EVENT_QUIT) + g_director->getCurrentScore()->_stopPlay = true; + } +} + +void DirectorEngine::processEvents() { + Common::Event event; + + uint endTime = g_system->getMillis() + 200; + + Score *sc = getCurrentScore(); + int currentFrame = sc->getCurrentFrame(); + uint16 spriteId = 0; + + // TODO: re-instate when we know which script to run. + //if (currentFrame > 0) + // _lingo->processEvent(kEventIdle, currentFrame - 1); + + while (g_system->getMillis() < endTime) { + while (g_system->getEventManager()->pollEvent(event)) { + if (event.type == Common::EVENT_QUIT) + sc->_stopPlay = true; + + if (event.type == Common::EVENT_LBUTTONDOWN) { + Common::Point pos = g_system->getEventManager()->getMousePos(); + + // D3 doesn't have both mouse up and down. + // But we still want to know if the mouse is down for press effects. + spriteId = sc->_frames[currentFrame]->getSpriteIDFromPos(pos); + sc->_currentMouseDownSpriteId = spriteId; + + if (getVersion() > 3) { + // TODO: check that this is the order of script execution! + _lingo->processEvent(kEventMouseDown, kCastScript, sc->_frames[currentFrame]->_sprites[spriteId]->_castId); + _lingo->processEvent(kEventMouseDown, kSpriteScript, sc->_frames[currentFrame]->_sprites[spriteId]->_scriptId); + } + } + + if (event.type == Common::EVENT_LBUTTONUP) { + Common::Point pos = g_system->getEventManager()->getMousePos(); + + spriteId = sc->_frames[currentFrame]->getSpriteIDFromPos(pos); + if (getVersion() > 3) { + // TODO: check that this is the order of script execution! + _lingo->processEvent(kEventMouseUp, kCastScript, sc->_frames[currentFrame]->_sprites[spriteId]->_castId); + _lingo->processEvent(kEventMouseUp, kSpriteScript, sc->_frames[currentFrame]->_sprites[spriteId]->_scriptId); + } else { + // Frame script overrides sprite script + if (!sc->_frames[currentFrame]->_sprites[spriteId]->_scriptId) + _lingo->processEvent(kEventMouseUp, kSpriteScript, sc->_frames[currentFrame]->_sprites[spriteId]->_castId + 1024); + else + _lingo->processEvent(kEventMouseUp, kFrameScript, sc->_frames[currentFrame]->_sprites[spriteId]->_scriptId); + } + } + + if (event.type == Common::EVENT_KEYDOWN) { + _keyCode = event.kbd.keycode; + _key = (unsigned char)(event.kbd.ascii & 0xff); + + switch (_keyCode) { + case Common::KEYCODE_LEFT: + _keyCode = 123; + break; + case Common::KEYCODE_RIGHT: + _keyCode = 124; + break; + case Common::KEYCODE_DOWN: + _keyCode = 125; + break; + case Common::KEYCODE_UP: + _keyCode = 126; + break; + default: + warning("Keycode: %d", _keyCode); + } + + // TODO: is movie script correct? Can this be elsewhere? + _lingo->processEvent(kEventKeyDown, kMovieScript, 0); + } + } + + g_system->updateScreen(); + g_system->delayMillis(10); + } +} + +} // End of namespace Director |