/* Copyright (C) 1994-2003 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "common/stdafx.h" #include "base/engine.h" #include "common/timer.h" #include "bs2/driver/driver96.h" #include "bs2/driver/_mouse.h" #include "bs2/driver/keyboard.h" #include "bs2/driver/rdwin.h" #include "bs2/driver/d_draw.h" #include "bs2/driver/palette.h" #include "bs2/driver/render.h" #include "bs2/driver/menu.h" #include "bs2/driver/d_sound.h" #include "bs2/sword2.h" namespace Sword2 { #define MENUDEEP 40 // Temporary, until menu.h is written! // --------------------------------------------------------------------------- // OSystem Event Handler. Full of cross platform goodness and 99% fat free! // --------------------------------------------------------------------------- void Sword2Engine::parseEvents() { OSystem::Event event; while (_system->poll_event(&event)) { switch(event.event_code) { case OSystem::EVENT_KEYDOWN: WriteKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags); break; case OSystem::EVENT_MOUSEMOVE: mousex = event.mouse.x; mousey = event.mouse.y - MENUDEEP; break; case OSystem::EVENT_LBUTTONDOWN: LogMouseEvent(RD_LEFTBUTTONDOWN); break; case OSystem::EVENT_RBUTTONDOWN: LogMouseEvent(RD_RIGHTBUTTONDOWN); break; case OSystem::EVENT_LBUTTONUP: LogMouseEvent(RD_LEFTBUTTONUP); break; case OSystem::EVENT_RBUTTONUP: LogMouseEvent(RD_RIGHTBUTTONUP); break; case OSystem::EVENT_QUIT: Close_game(); CloseAppWindow(); break; default: break; } } } /** * Quit the game. */ int32 CloseAppWindow(void) { warning("stub CloseAppWindow"); /* DestroyWindow(hwnd); */ // just quit for now g_system->quit(); return RD_OK; } static bool _needRedraw = false; void SetNeedRedraw() { _needRedraw = true; } /** * This function should be called at a high rate (> 20 per second) to service * windows and the interface it provides. */ int32 ServiceWindows(void) { g_sword2->parseEvents(); FadeServer(); // FIXME: We re-render the entire picture area of the screen for each // frame, which is pretty horrible. if (_needRedraw) { g_system->copy_rect(lpBackBuffer + MENUDEEP * screenWide, screenWide, 0, MENUDEEP, screenWide, screenDeep - 2 * MENUDEEP); _needRedraw = false; } // We still need to update because of fades, menu animations, etc. g_system->update_screen(); return RD_OK; } /** * Set the window name to windowName and stores this name in gameName for * future use. */ void SetWindowName(const char *windowName) { warning("stub SetWindowName( %s )", windowName); // SetWindowText(hwnd, windowName); // strcpy(gameName, windowName); } } // End of namespace Sword2