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Diffstat (limited to 'engines/sludge/main_loop.cpp')
-rw-r--r--engines/sludge/main_loop.cpp99
1 files changed, 53 insertions, 46 deletions
diff --git a/engines/sludge/main_loop.cpp b/engines/sludge/main_loop.cpp
index 283a2282c1..8496a9b041 100644
--- a/engines/sludge/main_loop.cpp
+++ b/engines/sludge/main_loop.cpp
@@ -36,7 +36,6 @@
#include <iostream>
-
#include <stdexcept>
#include <time.h>
@@ -159,19 +158,19 @@ void checkInput() {
while (SDL_PollEvent(&event)) {
switch (event.type) {
- case SDL_VIDEORESIZE:
+ case SDL_VIDEORESIZE:
realWinWidth = event.resize.w;
realWinHeight = event.resize.h;
setGraphicsWindow(false, true, true);
break;
- case SDL_MOUSEMOTION:
+ case SDL_MOUSEMOTION:
input.justMoved = true;
input.mouseX = event.motion.x * ((float)winWidth / cameraZoom) / realWinWidth;
input.mouseY = event.motion.y * ((float)winHeight / cameraZoom) / realWinHeight;
break;
- case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_LEFT) {
if (SDL_GetModState() & KMOD_CTRL) {
input.rightClick = true;
@@ -186,7 +185,7 @@ void checkInput() {
input.mouseY = event.motion.y * ((float)winHeight / cameraZoom) / realWinHeight;
break;
- case SDL_MOUSEBUTTONUP:
+ case SDL_MOUSEBUTTONUP:
if (event.button.button == SDL_BUTTON_LEFT) {
if (fakeRightclick) {
fakeRightclick = false;
@@ -200,7 +199,7 @@ void checkInput() {
input.mouseY = event.motion.y * ((float)winHeight / cameraZoom) / realWinHeight;
break;
- case SDL_KEYDOWN:
+ case SDL_KEYDOWN:
// A Windows key is pressed - let's leave fullscreen.
if (runningFullscreen) {
if (event.key.keysym.sym == SDLK_LSUPER || event.key.keysym.sym == SDLK_LSUPER) {
@@ -224,7 +223,7 @@ void checkInput() {
break;
}
// Allow Alt+F4 to quit
- if (SDLK_F4 == event.key.keysym.sym) {
+ if (SDLK_F4 == event.key.keysym.sym) {
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
@@ -233,86 +232,86 @@ void checkInput() {
break;
}
switch (event.key.keysym.sym) {
- case SDLK_BACKSPACE:
- case SDLK_DELETE: // Ok, mapping these to the same key is weird, I admit. But good?
+ case SDLK_BACKSPACE:
+ case SDLK_DELETE: // Ok, mapping these to the same key is weird, I admit. But good?
input.keyPressed = 127;
break;
- case SDLK_TAB:
+ case SDLK_TAB:
input.keyPressed = 9;
break;
- case SDLK_RETURN:
+ case SDLK_RETURN:
input.keyPressed = 13;
break;
- case SDLK_ESCAPE:
+ case SDLK_ESCAPE:
input.keyPressed = 27;
break;
- case SDLK_PAGEUP:
+ case SDLK_PAGEUP:
input.keyPressed = 63276;
break;
- case SDLK_PAGEDOWN:
+ case SDLK_PAGEDOWN:
input.keyPressed = 63277;
break;
- case SDLK_END:
+ case SDLK_END:
input.keyPressed = 63275;
break;
- case SDLK_HOME:
+ case SDLK_HOME:
input.keyPressed = 63273;
break;
- case SDLK_LEFT:
+ case SDLK_LEFT:
input.keyPressed = 63234;
break;
- case SDLK_UP:
+ case SDLK_UP:
input.keyPressed = 63232;
break;
- case SDLK_RIGHT:
+ case SDLK_RIGHT:
input.keyPressed = 63235;
break;
- case SDLK_DOWN:
+ case SDLK_DOWN:
input.keyPressed = 63233;
break;
- case SDLK_F1:
+ case SDLK_F1:
input.keyPressed = 63236;
break;
- case SDLK_F2:
+ case SDLK_F2:
input.keyPressed = 63237;
break;
- case SDLK_F3:
+ case SDLK_F3:
input.keyPressed = 63238;
break;
- case SDLK_F4:
+ case SDLK_F4:
input.keyPressed = 63239;
break;
- case SDLK_F5:
+ case SDLK_F5:
input.keyPressed = 63240;
break;
- case SDLK_F6:
+ case SDLK_F6:
input.keyPressed = 63241;
break;
- case SDLK_F7:
+ case SDLK_F7:
input.keyPressed = 63242;
break;
- case SDLK_F8:
+ case SDLK_F8:
input.keyPressed = 63243;
break;
- case SDLK_F9:
+ case SDLK_F9:
input.keyPressed = 63244;
break;
- case SDLK_F10:
+ case SDLK_F10:
input.keyPressed = 63245;
break;
- case SDLK_F11:
+ case SDLK_F11:
input.keyPressed = 63246;
break;
- case SDLK_F12:
+ case SDLK_F12:
input.keyPressed = 63247;
break;
- default:
+ default:
input.keyPressed = event.key.keysym.unicode;
break;
}
break;
- case SDL_QUIT:
+ case SDL_QUIT:
if (reallyWantToQuit) {
// The game file has requested that we quit
weAreDoneSoQuit = 1;
@@ -326,7 +325,7 @@ void checkInput() {
}
break;
- default:
+ default:
break;
}
}
@@ -335,9 +334,9 @@ void checkInput() {
int main_loop(char *filename)
#if 0
-try
+ try
#endif
-{
+ {
/* Dimensions of our window. */
winWidth = 640;
winHeight = 480;
@@ -348,7 +347,6 @@ try
time_t t;
srand((unsigned) time(&t));
-
// bundleFolder is used to look for the game file
// and later to find the shader programs
#ifdef __APPLE__
@@ -392,11 +390,13 @@ try
// The player pressed cancel in the file selection dialogue,
// so we should quit now.
- if (!sludgeFile) return 0;
+ if (!sludgeFile)
+ return 0;
// OK, so we DO want to start up, then...
setGameFilePath(sludgeFile);
- if (!initSludge(sludgeFile)) return 0;
+ if (!initSludge(sludgeFile))
+ return 0;
#if 0
/* Initialize the SDL library */
@@ -430,12 +430,16 @@ try
registerWindowForFatal();
- if (!resizeBackdrop(winWidth, winHeight)) return fatal("Couldn't allocate memory for backdrop");
+ if (!resizeBackdrop(winWidth, winHeight))
+ return fatal("Couldn't allocate memory for backdrop");
blankScreen(0, 0, winWidth, winHeight);
- if (!initPeople()) return fatal("Couldn't initialise people stuff");
- if (!initFloor()) return fatal("Couldn't initialise floor stuff");
- if (!initObjectTypes()) return fatal("Couldn't initialise object type stuff");
+ if (!initPeople())
+ return fatal("Couldn't initialise people stuff");
+ if (!initFloor())
+ return fatal("Couldn't initialise floor stuff");
+ if (!initObjectTypes())
+ return fatal("Couldn't initialise object type stuff");
initSpeech();
initStatusBar();
resetRandW();
@@ -473,7 +477,9 @@ try
walkAllPeople();
handleInput();
sludgeDisplay();
- g_system->copyRectToScreen(backdropSurface.getPixels(), backdropSurface.pitch, 0, 0, backdropSurface.w, backdropSurface.h);
+ g_system->copyRectToScreen(backdropSurface.getPixels(),
+ backdropSurface.pitch, 0, 0, backdropSurface.w,
+ backdropSurface.h);
g_system->updateScreen();
#if 0
Wait_Frame();
@@ -509,4 +515,5 @@ catch (std::exception &ex) { //NOTE by reference, not value
}
#endif
-} // End of namespace Sludge
+}
+ // End of namespace Sludge