/* 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" #include "sherlock/surface.h" #include "sherlock/tattoo/tattoo.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; _firstPress = false; _waitCounter = 0; _frameRate = GAME_FRAME_RATE; if (_vm->_interactiveFl) loadCursors("rmouse.vgs"); } Events::~Events() { delete _cursorImages; } void Events::loadCursors(const Common::String &filename) { hideCursor(); delete _cursorImages; if (!IS_3DO) { // PC _cursorImages = new ImageFile(filename); } else { // 3DO _cursorImages = new ImageFile3DO(filename, kImageFile3DOType_RoomFormat); } _cursorId = INVALID_CURSOR; } void Events::setCursor(CursorId cursorId) { if (cursorId == _cursorId || _waitCounter > 0) return; int hotspotX, hotspotY; if (cursorId == MAGNIFY) { hotspotX = 8; hotspotY = 8; } else { hotspotX = 0; hotspotY = 0; } // Set the cursor data Graphics::Surface &s = (*_cursorImages)[cursorId]._frame; setCursor(s, hotspotX, hotspotY); _cursorId = cursorId; } void Events::setCursor(const Graphics::Surface &src, int hotspotX, int hotspotY) { _cursorId = INVALID_CURSOR; _hotspotPos = Common::Point(hotspotX, hotspotY); if (!IS_3DO) { // PC 8-bit palettized CursorMan.replaceCursor(src.getPixels(), src.w, src.h, hotspotX, hotspotY, 0xff); } else if (!_vm->_isScreenDoubled) { CursorMan.replaceCursor(src.getPixels(), src.w, src.h, hotspotX, hotspotY, 0x0000, false, &src.format); } else { Graphics::Surface tempSurface; tempSurface.create(2 * src.w, 2 * src.h, src.format); for (int y = 0; y < src.h; y++) { const uint16 *srcP = (const uint16 *)src.getBasePtr(0, y); uint16 *destP = (uint16 *)tempSurface.getBasePtr(0, 2 * y); for (int x = 0; x < src.w; ++x, ++srcP, destP += 2) { *destP = *srcP; *(destP + 1) = *srcP; *(destP + 2 * src.w) = *srcP; *(destP + 2 * src.w + 1) = *srcP; } } // 3DO RGB565 CursorMan.replaceCursor(tempSurface.getPixels(), tempSurface.w, tempSurface.h, 2 * hotspotX, 2 * hotspotY, 0x0000, false, &src.format); tempSurface.free(); } showCursor(); } void Events::setCursor(CursorId cursorId, const Common::Point &cursorPos, const Graphics::Surface &surface) { _cursorId = cursorId; // Get the standard cursor frame Graphics::Surface &cursorImg = (*_cursorImages)[cursorId]._frame; // If the X pos for the cursor image is -100, this is a special value to indicate // the cursor should be horizontally centered Common::Point cursorPt = cursorPos; if (cursorPos.x == -100) cursorPt.x = (surface.w - cursorImg.w) / 2; // Figure total bounds needed for cursor image and passed image Common::Rect bounds(surface.w, surface.h); bounds.extend(Common::Rect(cursorPt.x, cursorPt.y, cursorPt.x + cursorImg.w, cursorPt.y + cursorImg.h)); Common::Rect r = bounds; r.moveTo(0, 0); // Form a single surface containing both frames Surface s(r.width(), r.height()); s.clear(TRANSPARENCY); // Draw the passed image Common::Point drawPos; if (cursorPt.x < 0) drawPos.x = -cursorPt.x; if (cursorPt.y < 0) drawPos.y = -cursorPt.y; s.SHblitFrom(surface, Common::Point(drawPos.x, drawPos.y)); // Draw the cursor image drawPos = Common::Point(MAX(cursorPt.x, (int16)0), MAX(cursorPt.y, (int16)0)); s.SHtransBlitFrom(cursorImg, Common::Point(drawPos.x, drawPos.y)); // Set up hotspot position for cursor, adjusting for cursor image's position within the surface Common::Point hotspot; if (cursorId == MAGNIFY) hotspot = Common::Point(8, 8); hotspot += drawPos; // Set the cursor setCursor(s, hotspot.x, hotspot.y); } void Events::animateCursorIfNeeded() { if (_cursorId >= WAIT && _cursorId < (WAIT + 3)) { CursorId newId = (_cursorId == WAIT + 2) ? WAIT : (CursorId)((int)_cursorId + 1); setCursor(newId); } } void Events::showCursor() { if (IS_SERRATED_SCALPEL || !static_cast(_vm)->_runningProlog) CursorMan.showMouse(true); } void Events::hideCursor() { CursorMan.showMouse(false); } CursorId Events::getCursor() const { return _cursorId; } bool Events::isCursorVisible() const { return CursorMan.isVisible(); } void Events::pollEvents() { checkForNextFrameCounter(); Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { _mousePos = event.mouse; if (_vm->_isScreenDoubled) _mousePos = Common::Point(_mousePos.x / 2, _mousePos.y / 2); // Handle events 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); } void Events::warpMouse(const Common::Point &pt) { Common::Point pos = pt; if (_vm->_isScreenDoubled) pos = Common::Point(pt.x / 2, pt.y); _mousePos = pos - _vm->_screen->_currentScroll; g_system->warpMouse(_mousePos.x, _mousePos.y); } void Events::warpMouse() { Screen &screen = *_vm->_screen; warpMouse(Common::Point(screen._currentScroll.x + SHERLOCK_SCREEN_WIDTH / 2, screen._currentScroll.y + SHERLOCK_SCREEN_HEIGHT / 2)); } Common::Point Events::mousePos() const { return _vm->_screen->_currentScroll + _mousePos; } void Events::setFrameRate(int newRate) { _frameRate = newRate; } void Events::toggleSpeed() { _frameRate = (_frameRate == GAME_FRAME_RATE) ? GAME_FRAME_RATE * 2 : GAME_FRAME_RATE; } bool Events::checkForNextFrameCounter() { // Check for next game frame uint32 milli = g_system->getMillis(); if ((milli - _priorFrameTime) >= (1000 / _frameRate)) { ++_frameCounter; _priorFrameTime = milli; // Give time to the debugger _vm->_debugger->onFrame(); // Display the frame _vm->_screen->update(); return true; } return false; } Common::KeyState Events::getKey() { Common::KeyState keyState = _pendingKeys.pop(); switch (keyState.keycode) { case Common::KEYCODE_KP1: keyState.keycode = Common::KEYCODE_END; break; case Common::KEYCODE_KP2: keyState.keycode = Common::KEYCODE_DOWN; break; case Common::KEYCODE_KP3: keyState.keycode = Common::KEYCODE_PAGEDOWN; break; case Common::KEYCODE_KP4: keyState.keycode = Common::KEYCODE_LEFT; break; case Common::KEYCODE_KP6: keyState.keycode = Common::KEYCODE_RIGHT; break; case Common::KEYCODE_KP7: keyState.keycode = Common::KEYCODE_HOME; break; case Common::KEYCODE_KP8: keyState.keycode = Common::KEYCODE_UP; break; case Common::KEYCODE_KP9: keyState.keycode = Common::KEYCODE_PAGEUP; break; case Common::KEYCODE_KP_ENTER: keyState.keycode = Common::KEYCODE_RETURN; break; default: break; } return keyState; } void Events::clearEvents() { _pendingKeys.clear(); _mouseButtons = 0; _pressed = _released = false; _rightPressed = _rightReleased = false; _oldButtons = _oldRightButton = false; _firstPress = false; } void Events::clearKeyboard() { _pendingKeys.clear(); } void Events::wait(int numFrames) { uint32 totalMilli = numFrames * 1000 / _frameRate; 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 || _vm->shouldQuit())); if (interruptable) 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() || _mouseButtons)) { clearEvents(); return false; } } return !_vm->shouldQuit(); } } void Events::setButtonState() { _firstPress = ((_mouseButtons & 1) && !_pressed) || ((_mouseButtons & 2) && !_rightPressed); _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; } void Events::incWaitCounter() { setCursor(WAIT); ++_waitCounter; } void Events::decWaitCounter() { assert(_waitCounter > 0); --_waitCounter; } } // End of namespace Sherlock