/* 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(); if (sc->getCurrentFrame() >= sc->_frames.size()) { warning("processEvents: request to access frame %d of %d", sc->getCurrentFrame(), sc->_frames.size() - 1); return; } Frame *currentFrame = sc->_frames[sc->getCurrentFrame()]; uint16 spriteId = 0; Common::Point pos; while (g_system->getMillis() < endTime) { while (g_system->getEventManager()->pollEvent(event)) { switch (event.type) { case Common::EVENT_QUIT: sc->_stopPlay = true; break; case Common::EVENT_LBUTTONDOWN: 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 = currentFrame->getSpriteIDFromPos(pos); sc->_currentMouseDownSpriteId = spriteId; debugC(3, kDebugEvents, "event: Button Down @(%d, %d), sprite id: %d", pos.x, pos.y, spriteId); _lingo->processEvent(kEventMouseDown); if (currentFrame->_sprites[spriteId]->_moveable) { warning("Moveable"); } break; case Common::EVENT_LBUTTONUP: pos = g_system->getEventManager()->getMousePos(); spriteId = currentFrame->getSpriteIDFromPos(pos); debugC(3, kDebugEvents, "event: Button Up @(%d, %d), sprite id: %d", pos.x, pos.y, spriteId); _lingo->processEvent(kEventMouseUp); sc->_currentMouseDownSpriteId = 0; break; case 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); } _lingo->processEvent(kEventKeyDown); break; default: break; } } g_system->updateScreen(); g_system->delayMillis(10); if (sc->getCurrentFrame() > 0) _lingo->processEvent(kEventIdle, kFrameScript, sc->getCurrentFrame()); } } void DirectorEngine::setDraggedSprite(uint16 id) { _draggingSprite = true; _draggingSpriteId = id; _draggingSpritePos = g_system->getEventManager()->getMousePos(); warning("STUB: DirectorEngine::setDraggedSprite(%d)", id); } } // End of namespace Director