/* 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 "graphics/cursorman.h" #include "common/events.h" #include "engines/util.h" #include "access/access.h" #include "access/events.h" namespace Access { EventsManager::EventsManager(AccessEngine *vm): _vm(vm) { _cursorId = CURSOR_NONE; _frameCounter = 10; _priorFrameTime = 0; _leftButton = false; } EventsManager::~EventsManager() { } void EventsManager::setCursor(CursorType cursorId) { _cursorId = cursorId; } void EventsManager::showCursor() { CursorMan.showMouse(true); } void EventsManager::hideCursor() { CursorMan.showMouse(false); } bool EventsManager::isCursorVisible() { return CursorMan.isVisible(); } void EventsManager::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(); } return; case Common::EVENT_KEYUP: return; case Common::EVENT_LBUTTONDOWN: _leftButton = true; break; case Common::EVENT_LBUTTONUP: _leftButton = false; break; default: break; } } } void EventsManager::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(); // Signal the ScummVM debugger _vm->_debugger->onFrame(); } } } // End of namespace Access