/* 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 "zvision/zvision.h" #include "zvision/console.h" #include "zvision/cursor_manager.h" #include "zvision/render_manager.h" #include "zvision/script_manager.h" #include "zvision/rlf_animation.h" #include "common/events.h" #include "common/system.h" #include "common/rational.h" #include "engines/util.h" namespace ZVision { void ZVision::processEvents() { while (_eventMan->pollEvent(_event)) { switch (_event.type) { case Common::EVENT_LBUTTONDOWN: _cursorManager->cursorDown(true); _scriptManager->setStateValue(StateKey_LMouse, 1); onMouseDown(_event.mouse); break; case Common::EVENT_LBUTTONUP: _cursorManager->cursorDown(false); _scriptManager->setStateValue(StateKey_LMouse, 0); onMouseUp(_event.mouse); break; case Common::EVENT_RBUTTONDOWN: _cursorManager->cursorDown(true); _scriptManager->setStateValue(StateKey_RMouse, 1); // TODO: Inventory logic break; case Common::EVENT_RBUTTONUP: _cursorManager->cursorDown(false); _scriptManager->setStateValue(StateKey_RMouse, 0); break; case Common::EVENT_MOUSEMOVE: onMouseMove(_event.mouse); break; case Common::EVENT_KEYDOWN: switch (_event.kbd.keycode) { case Common::KEYCODE_d: if (_event.kbd.hasFlags(Common::KBD_CTRL)) { // Start the debugger _console->attach(); _console->onFrame(); } break; case Common::KEYCODE_q: if (_event.kbd.hasFlags(Common::KBD_CTRL)) quitGame(); break; default: break; } _scriptManager->onKeyDown(_event.kbd); break; case Common::EVENT_KEYUP: _scriptManager->onKeyUp(_event.kbd); break; default: break; } } } void ZVision::onMouseDown(const Common::Point &pos) { Common::Point imageCoord(_renderManager->screenSpaceToImageSpace(pos)); _scriptManager->onMouseDown(pos, imageCoord); } void ZVision::onMouseUp(const Common::Point &pos) { Common::Point imageCoord(_renderManager->screenSpaceToImageSpace(pos)); _scriptManager->onMouseUp(pos, imageCoord); } void ZVision::onMouseMove(const Common::Point &pos) { Common::Point imageCoord(_renderManager->screenSpaceToImageSpace(pos)); bool cursorWasChanged = _scriptManager->onMouseMove(pos, imageCoord); // Graph of the function governing rotation velocity: // // |---------------- working window ------------------| // ^ |---------| // | | // +Max velocity | rotation screen edge offset // | /| // | / | // | / | // | / | // | / | // | / | // | / | // | / | // | / | // Zero velocity |______________________________ ______________________________/_________|__________________________> // | Position -> | / // | | / // | | / // | | / // | | / // | | / // | | / // | | / // | | / // -Max velocity | |/ // | // | // ^ if (_workingWindow.contains(pos)) { RenderTable::RenderState renderState = _renderManager->getRenderTable()->getRenderState(); if (renderState == RenderTable::PANORAMA) { if (pos.x >= _workingWindow.left && pos.x < _workingWindow.left + ROTATION_SCREEN_EDGE_OFFSET) { // Linear function of distance to the left edge (y = -mx + b) // We use fixed point math to get better accuracy Common::Rational velocity = (Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.x - _workingWindow.left)) - MAX_ROTATION_SPEED; _renderManager->setBackgroundVelocity(velocity.toInt()); _cursorManager->setLeftCursor(); cursorWasChanged = true; } else if (pos.x <= _workingWindow.right && pos.x > _workingWindow.right - ROTATION_SCREEN_EDGE_OFFSET) { // Linear function of distance to the right edge (y = mx) // We use fixed point math to get better accuracy Common::Rational velocity = Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.x - _workingWindow.right + ROTATION_SCREEN_EDGE_OFFSET); _renderManager->setBackgroundVelocity(velocity.toInt()); _cursorManager->setRightCursor(); cursorWasChanged = true; } else { _renderManager->setBackgroundVelocity(0); } } else if (renderState == RenderTable::TILT) { if (pos.y >= _workingWindow.top && pos.y < _workingWindow.top + ROTATION_SCREEN_EDGE_OFFSET) { // Linear function of distance to top edge // We use fixed point math to get better accuracy Common::Rational velocity = (Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.y - _workingWindow.top)) - MAX_ROTATION_SPEED; _renderManager->setBackgroundVelocity(velocity.toInt()); _cursorManager->setUpCursor(); cursorWasChanged = true; } else if (pos.y <= _workingWindow.bottom && pos.y > _workingWindow.bottom - ROTATION_SCREEN_EDGE_OFFSET) { // Linear function of distance to the bottom edge (y = mx) // We use fixed point math to get better accuracy Common::Rational velocity = Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.y - _workingWindow.bottom + ROTATION_SCREEN_EDGE_OFFSET); _renderManager->setBackgroundVelocity(velocity.toInt()); _cursorManager->setDownCursor(); cursorWasChanged = true; } else { _renderManager->setBackgroundVelocity(0); } } } else { _renderManager->setBackgroundVelocity(0); } if (!cursorWasChanged) { _cursorManager->revertToIdle(); } } } // End of namespace ZVision