/* 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. * */ #ifndef XEEN_EVENTS_H #define XEEN_EVENTS_H #include "common/scummsys.h" #include "common/events.h" #include "common/queue.h" #include "xeen/sprites.h" namespace Xeen { #define GAME_FRAME_RATE (1000 / 50) #define GAME_FRAME_TIME 50 #define SCREEN_UPDATE_TIME 10 #define MAX_PENDING_EVENTS 5 class XeenEngine; struct PendingEvent { Common::KeyState _keyState; bool _leftButton; bool _rightButton; PendingEvent() : _leftButton(false), _rightButton(false) {} PendingEvent(const Common::KeyState &keyState) : _keyState(keyState), _leftButton(false), _rightButton(false) {} PendingEvent(bool leftButton, bool rightButton) : _leftButton(leftButton), _rightButton(rightButton) {} /** * Returns true if a keyboard event is pending */ bool isKeyboard() const { return _keyState.keycode != Common::KEYCODE_INVALID; } /** * Returns ture if a mouse button event is pending */ bool isMouse() const { return _leftButton || _rightButton; } }; class EventsManager { private: XeenEngine *_vm; uint32 _frameCounter; uint32 _priorFrameCounterTime; uint32 _priorScreenRefreshTime; int _lastAutosaveTime; uint32 _gameCounter; uint32 _gameCounters[6]; uint32 _playTime; Common::Queue _pendingEvents; SpriteResource _sprites; bool _mousePressed; /** * Handles moving to the next game frame */ void nextFrame(); public: Common::Point _mousePos; public: EventsManager(XeenEngine *vm); ~EventsManager(); /* * Set the cursor */ void setCursor(int cursorId); /** * Show the mouse cursor */ void showCursor(); /** * Hide the mouse cursor */ void hideCursor(); /** * Returns if the mouse cursor is visible */ bool isCursorVisible(); /** * Polls the ScummVM backend for any pending events */ void pollEvents(); /** * Polls for events, and wait a slight delay. This ensures the game doesn't use up 100% of the CPU */ void pollEventsAndWait(); /** * Clears all pending events */ void clearEvents(); /** * Waits for a mouse press to be released */ void debounceMouse(); /** * Adds a keyboard event to the queue */ void addEvent(const Common::KeyState &keyState); /** * Adds a mouse button event to the queue */ void addEvent(bool leftButton, bool rightButton); /** * Returns the next pending key/mouse press, if any */ bool getEvent(PendingEvent &pe); /** * Returns true if a key or mouse event is pending */ bool isEventPending() const { return !_pendingEvents.empty(); } /** * Returns true if a key or mouse press is pending */ bool isKeyMousePressed(); void updateGameCounter() { _gameCounter = _frameCounter; } void timeMark1() { _gameCounters[1] = _frameCounter; } void timeMark2() { _gameCounters[2] = _frameCounter; } void timeMark3() { _gameCounters[3] = _frameCounter; } void timeMark4() { _gameCounters[4] = _frameCounter; } void timeMark5() { _gameCounters[5] = _frameCounter; } uint32 timeElapsed() const { return _frameCounter - _gameCounter; } uint32 timeElapsed1() const { return _frameCounter - _gameCounters[1]; } uint32 timeElapsed2() const { return _frameCounter - _gameCounters[2]; } uint32 timeElapsed3() const { return _frameCounter - _gameCounters[3]; } uint32 timeElapsed4() const { return _frameCounter - _gameCounters[4]; } uint32 timeElapsed5() const { return _frameCounter - _gameCounters[5]; } uint32 getTicks() { return _frameCounter; } uint32 playTime() const { return _playTime; } void setPlayTime(uint32 time) { _playTime = time; } /** * Waits for a given number of frames * @param numFrames Number of frames to wait * @param interruptable If set, aborts if the mouse or a key is pressed * @returns True if the wait was aborted */ bool wait(uint numFrames, bool interruptable = true); /** * Pause for a set amount */ void ipause(uint amount); /** * Pauses a set amount past the previous call to timeMark5 */ void ipause5(uint amount); /** * Waits for a key or mouse press, animating the 3d view in the background */ void waitForPressAnimated(); /** * Waits for a key or mouse press */ void waitForPress(); }; } // End of namespace Xeen #endif /* XEEN_EVENTS_H */