/* 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 { 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; } /** * Load a set of cursors from the specified file */ void Events::loadCursors(const Common::String &filename) { hideCursor(); delete _cursorImages; _cursorImages = new ImageFile(filename); _cursorId = INVALID_CURSOR; } /** * Set the cursor to show */ void Events::setCursor(CursorId cursorId) { if (cursorId == _cursorId) return; _cursorId = cursorId; // Set the cursor data Graphics::Surface &s = (*_cursorImages)[cursorId]; setCursor(s); } /** * Set the cursor to show from a passed frame */ void Events::setCursor(const Graphics::Surface &src) { CursorMan.replaceCursor(src.getPixels(), src.w, src.h, 0, 0, 0xff); showCursor(); } /** * Show the mouse cursor */ void Events::showCursor() { CursorMan.showMouse(true); } /** * Hide the mouse cursor */ void Events::hideCursor() { CursorMan.showMouse(false); } /** * Returns the cursor */ CursorId Events::getCursor() const { return _cursorId; } /** * Returns true if the mouse cursor is visible */ bool Events::isCursorVisible() const { return CursorMan.isVisible(); } /** * Move the mouse */ void Events::moveMouse(const Common::Point &pt) { g_system->warpMouse(pt.x, pt.y); } /** * Check for any pending events */ 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 |= 1; return; case Common::EVENT_RBUTTONDOWN: _mouseButtons |= 2; return; case Common::EVENT_LBUTTONUP: _mouseButtons &= ~1; return; case Common::EVENT_RBUTTONUP: _mouseButtons &= ~2; return; default: break; } } } /** * Poll for events and introduce a small delay, to allow the system to * yield to other running programs */ void Events::pollEventsAndWait() { pollEvents(); g_system->delayMillis(10); } /** * Check whether it's time to display the next screen frame */ 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; } /** * Get the current mouse position */ Common::Point Events::mousePos() const { return g_system->getEventManager()->getMousePos(); } /** * Get a pending keypress */ Common::KeyState Events::getKey() { return _pendingKeys.pop(); } /** * Clear any current keypress or mouse click */ void Events::clearEvents() { _pendingKeys.clear(); _mouseButtons = 0; _pressed = _released = false; _rightPressed = _rightReleased = false; _oldButtons = _oldRightButton = false; } /** * Clear any pending keyboard inputs */ void Events::clearKeyboard() { _pendingKeys.clear(); } /** * Delay for a given number of game frames, where each frame is 1/60th of a second */ void Events::wait(int numFrames) { uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE; delay(totalMilli); } /** * Does a delay of the specified number of milliseconds */ 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; } } /** * Sets the pressed and released button flags on the raw button state previously set in pollEvents calls. * @remarks The events manager has separate variables for the raw immediate and old button state * versus the current buttons states for the frame. This method is expected to be called only once * per game frame */ void Events::setButtonState() { _released = _rightReleased = false; if (_mouseButtons & 1) _pressed = _oldButtons = true; if ((_mouseButtons & 1) == 0 && _oldButtons) { _pressed = _oldButtons = false; _released = true; } if (_mouseButtons & 2) _rightPressed = _oldRightButton = true; if ((_mouseButtons & 2) == 0 && _oldRightButton) { _rightPressed = _oldRightButton = false; _rightReleased = true; } } /** * Checks to see to see if a key or a mouse button is pressed. */ bool Events::checkInput() { setButtonState(); return kbHit() || _pressed || _released || _rightPressed || _rightReleased; } } // End of namespace Sherlock