/* 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 { 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; if (_vm->_interactiveFl) loadCursors("rmouse.vgs"); } Events::~Events() { delete _cursorImages; } void Events::loadCursors(const Common::String &filename) { hideCursor(); delete _cursorImages; _cursorImages = new ImageFile(filename); _cursorId = INVALID_CURSOR; } void Events::setCursor(CursorId cursorId) { if (cursorId == _cursorId) return; _cursorId = cursorId; // Set the cursor data Graphics::Surface &s = (*_cursorImages)[cursorId]._frame; setCursor(s); } void Events::setCursor(const Graphics::Surface &src) { CursorMan.replaceCursor(src.getPixels(), src.w, src.h, 0, 0, 0xff); showCursor(); } void Events::animateCursorIfNeeded() { if (_cursorId >= WAIT && _cursorId < (WAIT + 3)) { CursorId newId = (WAIT + 2) ? WAIT : (CursorId)((int)_cursorId + 1); setCursor(newId); } } void Events::showCursor() { CursorMan.showMouse(true); } void Events::hideCursor() { CursorMan.showMouse(false); } CursorId Events::getCursor() const { return _cursorId; } bool Events::isCursorVisible() const { return CursorMan.isVisible(); } void Events::moveMouse(const Common::Point &pt) { g_system->warpMouse(pt.x, pt.y); } 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 |= 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); } 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; } Common::Point Events::mousePos() const { return g_system->getEventManager()->getMousePos(); } Common::KeyState Events::getKey() { return _pendingKeys.pop(); } void Events::clearEvents() { _pendingKeys.clear(); _mouseButtons = 0; _pressed = _released = false; _rightPressed = _rightReleased = false; _oldButtons = _oldRightButton = false; } void Events::clearKeyboard() { _pendingKeys.clear(); } void Events::wait(int numFrames) { uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE; 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)); 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; } } void Events::setButtonState() { _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; } } // End of namespace Sherlock