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Diffstat (limited to 'engines/sherlock/events.cpp')
-rw-r--r-- | engines/sherlock/events.cpp | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/engines/sherlock/events.cpp b/engines/sherlock/events.cpp new file mode 100644 index 0000000000..94ddc9a792 --- /dev/null +++ b/engines/sherlock/events.cpp @@ -0,0 +1,239 @@ +/* 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/scummsys.h" +#include "common/events.h" +#include "common/system.h" +#include "engines/util.h" +#include "graphics/cursorman.h" +#include "sherlock/sherlock.h" +#include "sherlock/events.h" + +namespace Sherlock { + +enum ButtonFlag { LEFT_BUTTON = 1, RIGHT_BUTTON = 2 }; + +Events::Events(SherlockEngine *vm) { + _vm = vm; + _cursorImages = nullptr; + _cursorId = INVALID_CURSOR; + _frameCounter = 1; + _priorFrameTime = 0; + _mouseButtons = 0; + _pressed = _released = false; + _rightPressed = _rightReleased = false; + _oldButtons = _oldRightButton = false; +} + +Events::~Events() { + delete _cursorImages; +} + +void Events::loadCursors(const Common::String &filename) { + hideCursor(); + delete _cursorImages; + + _cursorImages = new ImageFile(filename); + _cursorId = INVALID_CURSOR; +} + +void Events::setCursor(CursorId cursorId) { + if (cursorId == _cursorId) + return; + + _cursorId = cursorId; + + // Set the cursor data + Graphics::Surface &s = (*_cursorImages)[cursorId]._frame; + + setCursor(s); +} + +void Events::setCursor(const Graphics::Surface &src) { + CursorMan.replaceCursor(src.getPixels(), src.w, src.h, 0, 0, 0xff); + showCursor(); +} + +void Events::showCursor() { + CursorMan.showMouse(true); +} + +void Events::hideCursor() { + CursorMan.showMouse(false); +} + +CursorId Events::getCursor() const { + return _cursorId; +} + +bool Events::isCursorVisible() const { + return CursorMan.isVisible(); +} + +void Events::moveMouse(const Common::Point &pt) { + g_system->warpMouse(pt.x, pt.y); +} + +void Events::pollEvents() { + checkForNextFrameCounter(); + + Common::Event event; + while (g_system->getEventManager()->pollEvent(event)) { + // Handle keypress + switch (event.type) { + case Common::EVENT_QUIT: + case Common::EVENT_RTL: + return; + + case Common::EVENT_KEYDOWN: + // Check for debugger + if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) { + // Attach to the debugger + _vm->_debugger->attach(); + _vm->_debugger->onFrame(); + } else { + _pendingKeys.push(event.kbd); + } + return; + case Common::EVENT_KEYUP: + return; + case Common::EVENT_LBUTTONDOWN: + _mouseButtons |= LEFT_BUTTON; + return; + case Common::EVENT_RBUTTONDOWN: + _mouseButtons |= RIGHT_BUTTON; + return; + case Common::EVENT_LBUTTONUP: + _mouseButtons &= ~LEFT_BUTTON; + return; + case Common::EVENT_RBUTTONUP: + _mouseButtons &= ~RIGHT_BUTTON; + return; + default: + break; + } + } +} + +void Events::pollEventsAndWait() { + pollEvents(); + g_system->delayMillis(10); +} + +bool Events::checkForNextFrameCounter() { + // Check for next game frame + uint32 milli = g_system->getMillis(); + if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) { + ++_frameCounter; + _priorFrameTime = milli; + + // Give time to the debugger + _vm->_debugger->onFrame(); + + // Display the frame + _vm->_screen->update(); + + return true; + } + + return false; +} + +Common::Point Events::mousePos() const { + return g_system->getEventManager()->getMousePos(); +} + +Common::KeyState Events::getKey() { + return _pendingKeys.pop(); +} + +void Events::clearEvents() { + _pendingKeys.clear(); + _mouseButtons = 0; + _pressed = _released = false; + _rightPressed = _rightReleased = false; + _oldButtons = _oldRightButton = false; +} + +void Events::clearKeyboard() { + _pendingKeys.clear(); +} + +void Events::wait(int numFrames) { + uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE; + delay(totalMilli); +} + +bool Events::delay(uint32 time, bool interruptable) { + // Different handling for really short versus extended times + if (time < 10) { + // For really short periods, simply delay by the desired amount + pollEvents(); + g_system->delayMillis(time); + bool result = !(interruptable && (kbHit() || _pressed)); + + clearEvents(); + return result; + } else { + // For long periods go into a loop where we delay by 10ms at a time and then + // check for events. This ensures for longer delays that responsiveness is + // maintained + uint32 delayEnd = g_system->getMillis() + time; + + while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) { + pollEventsAndWait(); + + if (interruptable && (kbHit() || _pressed)) { + clearEvents(); + return false; + } + } + + return true; + } +} + +void Events::setButtonState() { + _released = _rightReleased = false; + if (_mouseButtons & LEFT_BUTTON) + _pressed = _oldButtons = true; + + if ((_mouseButtons & LEFT_BUTTON) == 0 && _oldButtons) { + _pressed = _oldButtons = false; + _released = true; + } + + if (_mouseButtons & RIGHT_BUTTON) + _rightPressed = _oldRightButton = true; + + if ((_mouseButtons & RIGHT_BUTTON) == 0 && _oldRightButton) { + _rightPressed = _oldRightButton = false; + _rightReleased = true; + } +} + +bool Events::checkInput() { + setButtonState(); + return kbHit() || _pressed || _released || _rightPressed || _rightReleased; +} + +} // End of namespace Sherlock |