/* 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 "titanic/events.h" #include "titanic/titanic.h" #include "titanic/main_game_window.h" namespace Titanic { Events::Events(TitanicEngine *vm): _vm(vm), _specialButtons(0), _frameCounter(1), _priorFrameTime(0), _priorLeftDownTime(0), _priorMiddleDownTime(0), _priorRightDownTime(0) { } void Events::pollEvents() { checkForNextFrameCounter(); Common::Event event; if (!g_system->getEventManager()->pollEvent(event)) return; switch (event.type) { case Common::EVENT_MOUSEMOVE: _mousePos = event.mouse; mouseMove(); break; case Common::EVENT_LBUTTONDOWN: _mousePos = event.mouse; leftButtonDown(); break; case Common::EVENT_LBUTTONUP: _mousePos = event.mouse; leftButtonUp(); break; case Common::EVENT_MBUTTONDOWN: _mousePos = event.mouse; middleButtonDown(); break; case Common::EVENT_MBUTTONUP: _mousePos = event.mouse; middleButtonUp(); break; case Common::EVENT_KEYDOWN: keyDown(event.kbd); break; case Common::EVENT_KEYUP: keyUp(event.kbd); break; 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; } uint32 Events::getTicksCount() const { return g_system->getMillis(); } #define HANDLE_MESSAGE(METHOD) if (_vm->_window->_inputAllowed) { \ _vm->_window->_gameManager->_inputTranslator.METHOD(_specialButtons, Point(_mousePos.x, _mousePos.y)); \ _vm->_window->mouseChanged(); \ } void Events::mouseMove() { HANDLE_MESSAGE(mouseMove) } void Events::leftButtonDown() { _specialButtons |= MK_LBUTTON; if ((getTicksCount() - _priorLeftDownTime) < DOUBLE_CLICK_TIME) { _priorLeftDownTime = 0; leftButtonDoubleClick(); } else { _priorLeftDownTime = getTicksCount(); HANDLE_MESSAGE(leftButtonDown) } } void Events::leftButtonUp() { _specialButtons &= ~MK_LBUTTON; HANDLE_MESSAGE(leftButtonUp) } void Events::leftButtonDoubleClick() { HANDLE_MESSAGE(leftButtonDoubleClick) } void Events::middleButtonDown() { _specialButtons |= MK_MBUTTON; if ((getTicksCount() - _priorMiddleDownTime) < DOUBLE_CLICK_TIME) { _priorMiddleDownTime = 0; middleButtonDoubleClick(); } else { _priorMiddleDownTime = getTicksCount(); HANDLE_MESSAGE(middleButtonDown) } } void Events::middleButtonUp() { _specialButtons &= ~MK_MBUTTON; HANDLE_MESSAGE(middleButtonUp) } void Events::middleButtonDoubleClick() { HANDLE_MESSAGE(middleButtonDoubleClick) } void Events::rightButtonDown() { _specialButtons |= MK_RBUTTON; if ((getTicksCount() - _priorRightDownTime) < DOUBLE_CLICK_TIME) { _priorRightDownTime = 0; rightButtonDoubleClick(); } else { _priorRightDownTime = getTicksCount(); HANDLE_MESSAGE(rightButtonDown) } } void Events::rightButtonUp() { _specialButtons &= ~MK_RBUTTON; HANDLE_MESSAGE(rightButtonUp) } void Events::rightButtonDoubleClick() { HANDLE_MESSAGE(rightButtonDoubleClick) } void Events::charPress(char c) { } void Events::keyDown(Common::KeyState keyState) { handleKbdSpecial(keyState); if (keyState.keycode == Common::KEYCODE_d && (keyState.flags & Common::KBD_CTRL)) { // Attach to the debugger _vm->_debugger->attach(); _vm->_debugger->onFrame(); } if (_vm->_window->_inputAllowed) _vm->_window->_gameManager->_inputTranslator.keyDown(keyState); } void Events::keyUp(Common::KeyState keyState) { handleKbdSpecial(keyState); } void Events::handleKbdSpecial(Common::KeyState keyState) { if (keyState.flags & Common::KBD_CTRL) _specialButtons |= MK_CONTROL; else _specialButtons &= ~MK_CONTROL; if (keyState.flags & Common::KBD_SHIFT) _specialButtons |= MK_SHIFT; else _specialButtons &= ~MK_SHIFT; } } // End of namespace Titanic