/* Copyright (C) 1994-2004 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 "sword2/sword2.h" #include "sword2/driver/d_draw.h" #include "sword2/driver/menu.h" namespace Sword2 { // --------------------------------------------------------------------------- // OSystem Event Handler. Full of cross platform goodness and 99% fat free! // --------------------------------------------------------------------------- void Input::parseEvents(void) { OSystem::Event event; while (_vm->_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_WHEELUP: logMouseEvent(RD_WHEELUP); break; case OSystem::EVENT_WHEELDOWN: logMouseEvent(RD_WHEELDOWN); break; case OSystem::EVENT_QUIT: _vm->closeGame(); break; default: break; } } } /** * Tell updateDisplay() that the scene needs to be completely updated. */ void Graphics::setNeedFullRedraw(void) { _needFullRedraw = true; } /** * This function has two purposes: It redraws the scene, and it handles input * events, palette fading, etc. It should be called at a high rate (> 20 per * second), but the scene is usually only redrawn about 12 times per second, * except when then screen is scrolling. * * @param redrawScene If true, redraw the scene. */ void Graphics::updateDisplay(bool redrawScene) { _vm->_input->parseEvents(); fadeServer(); if (redrawScene) { int i; // Note that the entire scene is always rendered, which is less // than optimal, but at least we can try to be intelligent // about updating the screen afterwards. if (_needFullRedraw) { // Update the entire screen. This is necessary when // scrolling, fading, etc. _vm->_system->copy_rect(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP); _needFullRedraw = false; } else { // Update only the dirty areas of the screen int j, x, y; int stripWide; for (i = 0; i < _gridDeep; i++) { stripWide = 0; for (j = 0; j < _gridWide; j++) { if (_dirtyGrid[i * _gridWide + j]) { stripWide++; } else if (stripWide) { x = CELLWIDE * (j - stripWide); y = CELLDEEP * i; _vm->_system->copy_rect(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP); stripWide = 0; } } if (stripWide) { x = CELLWIDE * (j - stripWide); y = CELLDEEP * i; _vm->_system->copy_rect(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP); stripWide = 0; } } } // Age the dirty cells one generation. This way we keep track // of both the cells that were updated this time, and the ones // that were updated the last time. for (i = 0; i < _gridWide * _gridDeep; i++) _dirtyGrid[i] >>= 1; } // We always need to update because of fades, menu animations, etc. _vm->_system->update_screen(); } /** * Set the window title */ void Graphics::setWindowName(const char *windowName) { OSystem::Property prop; prop.caption = windowName; _vm->_system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop); } } // End of namespace Sword2