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author | Torbjörn Andersson | 2003-11-11 07:43:02 +0000 |
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committer | Torbjörn Andersson | 2003-11-11 07:43:02 +0000 |
commit | 446a01ba09192a132ee9b6e40129161a7ec09be0 (patch) | |
tree | 720edb242a2b0ef813092c01d5efc76d000e37ff /sword2/controls.cpp | |
parent | 0bcc7ce80eb6a8daa35bf2591281974cceff8078 (diff) | |
download | scummvm-rg350-446a01ba09192a132ee9b6e40129161a7ec09be0.tar.gz scummvm-rg350-446a01ba09192a132ee9b6e40129161a7ec09be0.tar.bz2 scummvm-rg350-446a01ba09192a132ee9b6e40129161a7ec09be0.zip |
Moved low-level keyboard and mouse handling to a new Input class, and
renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
svn-id: r11258
Diffstat (limited to 'sword2/controls.cpp')
-rw-r--r-- | sword2/controls.cpp | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/sword2/controls.cpp b/sword2/controls.cpp index 740ade618b..d05e26d44d 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -43,7 +43,7 @@ namespace Sword2 { #define CHARACTER_OVERLAP 2 // overlap characters by 3 pixels // our fonts start on SPACE character (32) -#define SIZE_OF_CHAR_SET (256 - 32) +#define SIZE_OF_CHAR_SET (256 - 32) Gui *gui; @@ -75,7 +75,7 @@ public: sprite.data = (uint8 *) (head + 1); sprite.w = head->width; sprite.h = head->height; - g_display->createSurface(&sprite, &_glyph[i]._data); + g_graphics->createSurface(&sprite, &_glyph[i]._data); _glyph[i]._width = head->width; _glyph[i]._height = head->height; } @@ -85,7 +85,7 @@ public: ~FontRendererGui() { for (int i = 0; i < SIZE_OF_CHAR_SET; i++) - g_display->deleteSurface(_glyph[i]._data); + g_graphics->deleteSurface(_glyph[i]._data); } void fetchText(int textId, char *buf) { @@ -144,7 +144,7 @@ void FontRendererGui::drawText(char *text, int x, int y, int alignment) { sprite.w = _glyph[text[i] - 32]._width; sprite.h = _glyph[text[i] - 32]._height; - g_display->drawSurface(&sprite, _glyph[text[i] - 32]._data); + g_graphics->drawSurface(&sprite, _glyph[text[i] - 32]._data); sprite.x += (_glyph[(int) text[i] - 32]._width - CHARACTER_OVERLAP); } @@ -187,7 +187,7 @@ public: virtual ~Widget() { for (int i = 0; i < _numStates; i++) { if (_surfaces[i]._original) - g_display->deleteSurface(_surfaces[i]._surface); + g_graphics->deleteSurface(_surfaces[i]._surface); } free(_sprites); free(_surfaces); @@ -229,7 +229,7 @@ public: } virtual void paint(Common::Rect *clipRect = NULL) { - g_display->drawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect); + g_graphics->drawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect); } virtual void onMouseEnter() {} @@ -292,7 +292,7 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc) // Points to just after frame header, ie. start of sprite data _sprites[state].data = (uint8 *) (frame_head + 1); - g_display->createSurface(&_sprites[state], &_surfaces[state]._surface); + g_graphics->createSurface(&_sprites[state], &_surfaces[state]._surface); _surfaces[state]._original = true; // Release the anim resource @@ -340,7 +340,7 @@ public: virtual void onAction(Widget *widget, int result = 0) {} virtual void paint() { - g_display->clearScene(); + g_graphics->clearScene(); for (int i = 0; i < _numWidgets; i++) _widgets[i]->paint(); } @@ -363,15 +363,15 @@ int Dialog::run() { while (!_finish) { // So that the menu icons will reach their full size - g_display->processMenu(); - g_display->updateDisplay(); + g_graphics->processMenu(); + g_graphics->updateDisplay(); - int16 newMouseX = g_display->_mouseX; - int16 newMouseY = g_display->_mouseY + 40; + int16 newMouseX = g_input->_mouseX; + int16 newMouseY = g_input->_mouseY + 40; - _mouseEvent *me = MouseEvent(); + _mouseEvent *me = g_input->mouseEvent(); _keyboardEvent ke; - int32 keyboardStatus = ReadKey(&ke); + int32 keyboardStatus = g_input->readKey(&ke); if (keyboardStatus == RD_OK) { if (ke.keycode == 27) @@ -388,7 +388,7 @@ int Dialog::run() { _widgets[i]->onMouseEnter(); if (oldHit && !newHit) _widgets[i]->onMouseExit(); - if (g_display->_mouseX != oldMouseX || g_display->_mouseY != oldMouseY) + if (g_input->_mouseX != oldMouseX || g_input->_mouseY != oldMouseY) _widgets[i]->onMouseMove(newMouseX, newMouseY); if (me) { @@ -786,8 +786,8 @@ public: _musicSlider->setValue(g_sound->getMusicVolume()); _speechSlider->setValue(g_sound->getSpeechVolume()); _fxSlider->setValue(g_sound->getFxVolume()); - _gfxSlider->setValue(g_display->getRenderLevel()); - _gfxPreview->setState(g_display->getRenderLevel()); + _gfxSlider->setValue(g_graphics->getRenderLevel()); + _gfxPreview->setState(g_graphics->getRenderLevel()); } ~OptionsDialog() { @@ -1312,17 +1312,17 @@ void SaveLoadDialog::saveLoadError(char* text) { while (1) { _mouseEvent *me; - g_display->updateDisplay(); + g_graphics->updateDisplay(); - if (KeyWaiting()) { + if (g_input->keyWaiting()) { _keyboardEvent ke; - ReadKey(&ke); + g_input->readKey(&ke); if (ke.keycode == 27) break; } - me = MouseEvent(); + me = g_input->mouseEvent(); if (me && (me->buttons & RD_LEFTBUTTONDOWN)) break; @@ -1383,7 +1383,7 @@ void Gui::writeOptionSettings(void) { ConfMan.set("music_mute", g_sound->isMusicMute()); ConfMan.set("speech_mute", g_sound->isSpeechMute()); ConfMan.set("sfx_mute", g_sound->isFxMute()); - ConfMan.set("gfx_details", g_display->getRenderLevel()); + ConfMan.set("gfx_details", g_graphics->getRenderLevel()); ConfMan.set("nosubtitles", !_subtitles); ConfMan.set("object_labels", _pointerTextSelected); ConfMan.set("reverse_stereo", _stereoReversed); @@ -1432,7 +1432,7 @@ void Gui::restartControl(void) { //in case we were dead - well we're not anymore! DEAD = 0; - g_display->clearScene(); + g_graphics->clearScene(); // restart the game // clear all memory and reset the globals @@ -1466,7 +1466,7 @@ void Gui::restartControl(void) { // fnRegisterFrame) _vm->resetMouseList(); - g_display->closeMenuImmediately(); + g_graphics->closeMenuImmediately(); // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! // - this is taken from fnInitBackground @@ -1496,7 +1496,7 @@ void Gui::updateGraphicsLevel(int newLevel) { else if (newLevel > 3) newLevel = 3; - g_display->setRenderLevel(newLevel); + g_graphics->setRenderLevel(newLevel); // update our global variable - which needs to be checked when dimming // the palette in PauseGame() in sword2.cpp (since palette-matching |