/* 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 "graphics/cursorman.h" #include "common/events.h" #include "common/endian.h" #include "engines/util.h" #include "xeen/xeen.h" #include "xeen/events.h" #include "xeen/screen.h" namespace Xeen { /** * Constructor */ EventsManager::EventsManager(XeenEngine *vm) : _vm(vm), _frameCounter(0), _priorFrameCounterTime(0), _gameCounter(0), _priorGameCounterTime(0), _keyCode(Common::KEYCODE_INVALID), _leftButton(false), _rightButton(false), _sprites("mouse.icn") { Common::fill(&_gameCounters[0], &_gameCounters[6], 0); } /** * Destructor */ EventsManager::~EventsManager() { } /* * Set the cursor */ void EventsManager::setCursor(int cursorId) { XSurface cursor; _sprites.draw(cursor, cursorId); CursorMan.replaceCursor(cursor.getPixels(), cursor.w, cursor.h, 0, 0, 0); showCursor(); } /** * Show the mouse cursor */ void EventsManager::showCursor() { CursorMan.showMouse(true); } /** * Hide the mouse cursor */ void EventsManager::hideCursor() { CursorMan.showMouse(false); } /** * Returns if the mouse cursor is visible */ bool EventsManager::isCursorVisible() { return CursorMan.isVisible(); } void EventsManager::pollEvents() { uint32 timer = g_system->getMillis(); if (timer >= (_priorFrameCounterTime + GAME_FRAME_TIME)) { _priorFrameCounterTime = timer; nextFrame(); } Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { 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 { _keyCode = event.kbd.keycode; } break; case Common::EVENT_MOUSEMOVE: _mousePos = event.mouse; break; case Common::EVENT_LBUTTONDOWN: _leftButton = true; return; case Common::EVENT_LBUTTONUP: _leftButton = false; return; case Common::EVENT_RBUTTONDOWN: _rightButton = true; return; case Common::EVENT_RBUTTONUP: _rightButton = false; break; default: break; } } } void EventsManager::pollEventsAndWait() { pollEvents(); g_system->delayMillis(10); } void EventsManager::clearEvents() { _keyCode = Common::KEYCODE_INVALID; _leftButton = _rightButton = false; } void EventsManager::debounceMouse() { while (_leftButton && !_vm->shouldQuit()) { pollEventsAndWait(); } } bool EventsManager::getKey(Common::KeyState &key) { if (_keyCode == Common::KEYCODE_INVALID) { return false; } else { key = _keyCode; _keyCode = Common::KEYCODE_INVALID; return true; } } bool EventsManager::isKeyPending() const { return _keyCode != Common::KEYCODE_INVALID; } /** * Returns true if a key or mouse press is pending */ bool EventsManager::isKeyMousePressed() { bool result = _leftButton || _rightButton || isKeyPending(); debounceMouse(); clearEvents(); return result; } bool EventsManager::wait(uint numFrames, bool interruptable) { while (!_vm->shouldQuit() && timeElapsed() < numFrames) { pollEventsAndWait(); if (interruptable && (_leftButton || _rightButton || isKeyPending())) return true; } return false; } void EventsManager::ipause(uint amount) { updateGameCounter(); do { _vm->_interface->draw3d(true); pollEventsAndWait(); } while (!_vm->shouldQuit() && timeElapsed() < amount); } /** * Handles moving to the next game frame */ void EventsManager::nextFrame() { ++_frameCounter; // Allow debugger to update _vm->_debugger->update(); // Update the screen _vm->_screen->update(); } /*------------------------------------------------------------------------*/ GameEvent::GameEvent() { } } // End of namespace Xeen