/* 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 { EventsManager::EventsManager(XeenEngine *vm) : _vm(vm), _playTime(0), _gameCounter(0), _frameCounter(0), _priorFrameCounterTime(0), _priorScreenRefreshTime(0), _lastAutosaveTime(0), _mousePressed(false), _sprites("mouse.icn") { Common::fill(&_gameCounters[0], &_gameCounters[6], 0); } EventsManager::~EventsManager() { } void EventsManager::setCursor(int cursorId) { XSurface cursor; _sprites.draw(cursor, cursorId, Common::Point(0, 0), SPRFLAG_RESIZE); CursorMan.replaceCursor(cursor.getPixels(), cursor.w, cursor.h, 0, 0, 0); showCursor(); } void EventsManager::showCursor() { CursorMan.showMouse(true); } void EventsManager::hideCursor() { CursorMan.showMouse(false); } bool EventsManager::isCursorVisible() { return CursorMan.isVisible(); } void EventsManager::pollEvents() { uint32 timer = g_system->getMillis(); if (timer >= (_priorScreenRefreshTime + SCREEN_UPDATE_TIME)) { // Refresh the screen at a higher frame rate than the game's own frame rate // to allow for more responsive mouse movement _priorScreenRefreshTime = timer; g_vm->_screen->update(); } if (timer >= (_priorFrameCounterTime + GAME_FRAME_TIME)) { // Time to build up next game frame _priorFrameCounterTime = timer; nextFrame(); } // Handle auto saves if (!_lastAutosaveTime) _lastAutosaveTime = timer; g_vm->autoSaveCheck(_lastAutosaveTime); // Event handling 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 { addEvent(event.kbd); } break; case Common::EVENT_MOUSEMOVE: _mousePos = event.mouse; break; case Common::EVENT_LBUTTONDOWN: _mousePressed = true; addEvent(true, false); return; case Common::EVENT_RBUTTONDOWN: _mousePressed = true; addEvent(false, true); return; case Common::EVENT_LBUTTONUP: case Common::EVENT_RBUTTONUP: _mousePressed = false; return; default: break; } } } void EventsManager::pollEventsAndWait() { pollEvents(); g_system->delayMillis(10); } void EventsManager::clearEvents() { _pendingEvents.clear(); _mousePressed = false; } void EventsManager::debounceMouse() { while (_mousePressed && !_vm->shouldExit()) { pollEventsAndWait(); } } void EventsManager::addEvent(const Common::KeyState &keyState) { if (_pendingEvents.size() < MAX_PENDING_EVENTS) _pendingEvents.push(PendingEvent(keyState)); } void EventsManager::addEvent(bool leftButton, bool rightButton) { if (_pendingEvents.size() < MAX_PENDING_EVENTS) _pendingEvents.push(PendingEvent(leftButton, rightButton)); } bool EventsManager::getEvent(PendingEvent &pe) { if (_pendingEvents.empty()) { return false; } else { pe = _pendingEvents.pop(); return true; } } bool EventsManager::isKeyMousePressed() { bool result = isEventPending(); debounceMouse(); clearEvents(); return result; } bool EventsManager::wait(uint numFrames, bool interruptable) { while (!_vm->shouldExit() && timeElapsed() < numFrames) { pollEventsAndWait(); if (interruptable && isEventPending()) return true; } return _vm->shouldExit(); } void EventsManager::ipause(uint amount) { updateGameCounter(); do { _vm->_interface->draw3d(true); pollEventsAndWait(); } while (!_vm->shouldExit() && timeElapsed() < amount); } void EventsManager::ipause5(uint amount) { do { pollEventsAndWait(); } while (!_vm->shouldExit() && timeElapsed5() < amount); } void EventsManager::waitForPressAnimated() { clearEvents(); do { updateGameCounter(); _vm->_interface->draw3d(true); while (!_vm->shouldExit() && timeElapsed() == 0) pollEventsAndWait(); } while (!_vm->shouldExit() && !isKeyMousePressed()); clearEvents(); } void EventsManager::waitForPress() { clearEvents(); do { pollEventsAndWait(); } while (!_vm->shouldExit() && !isKeyMousePressed()); clearEvents(); } void EventsManager::nextFrame() { ++_frameCounter; ++_playTime; // Allow debugger to update _vm->_debugger->update(); // Update the screen _vm->_screen->update(); } } // End of namespace Xeen