1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
|
/* 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 "common/events.h"
#include "common/system.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "sherlock/sherlock.h"
#include "sherlock/events.h"
namespace Sherlock {
Events::Events(SherlockEngine *vm) {
_vm = vm;
_cursorImages = nullptr;
_cursorId = INVALID_CURSOR;
_frameCounter = 1;
_priorFrameTime = 0;
_mouseButtons = 0;
_pressed = _released = false;
_rightPressed = _rightReleased = false;
_oldButtons = _oldRightButton = false;
}
Events::~Events() {
delete _cursorImages;
}
/**
* Load a set of cursors from the specified file
*/
void Events::loadCursors(const Common::String &filename) {
hideCursor();
delete _cursorImages;
_cursorImages = new ImageFile(filename);
_cursorId = INVALID_CURSOR;
}
/**
* Set the cursor to show
*/
void Events::setCursor(CursorId cursorId) {
if (cursorId == _cursorId)
return;
_cursorId = cursorId;
// Set the cursor data
Graphics::Surface &s = (*_cursorImages)[cursorId];
setCursor(s);
}
/**
* Set the cursor to show from a passed frame
*/
void Events::setCursor(const Graphics::Surface &src) {
CursorMan.replaceCursor(src.getPixels(), src.w, src.h, 0, 0, 0xff);
showCursor();
}
/**
* Show the mouse cursor
*/
void Events::showCursor() {
CursorMan.showMouse(true);
}
/**
* Hide the mouse cursor
*/
void Events::hideCursor() {
CursorMan.showMouse(false);
}
/**
* Returns the cursor
*/
CursorId Events::getCursor() const {
return _cursorId;
}
/**
* Returns true if the mouse cursor is visible
*/
bool Events::isCursorVisible() const {
return CursorMan.isVisible();
}
/**
* Move the mouse
*/
void Events::moveMouse(const Common::Point &pt) {
g_system->warpMouse(pt.x, pt.y);
}
/**
* Check for any pending events
*/
void Events::pollEvents() {
checkForNextFrameCounter();
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
// Handle keypress
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 {
_pendingKeys.push(event.kbd);
}
return;
case Common::EVENT_KEYUP:
return;
case Common::EVENT_LBUTTONDOWN:
_mouseButtons |= 1;
return;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons |= 2;
return;
case Common::EVENT_LBUTTONUP:
_mouseButtons &= ~1;
return;
case Common::EVENT_RBUTTONUP:
_mouseButtons &= ~2;
return;
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
break;
default:
break;
}
}
}
/**
* Poll for events and introduce a small delay, to allow the system to
* yield to other running programs
*/
void Events::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
/**
* Check whether it's time to display the next screen frame
*/
bool Events::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_frameCounter;
_priorFrameTime = milli;
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->update();
return true;
}
return false;
}
/**
* Get a pending keypress
*/
Common::KeyState Events::getKey() {
Common::KeyState keyState = _pendingKeys.pop();
if ((keyState.flags & Common::KBD_SHIFT) != 0)
keyState.ascii = toupper(keyState.ascii);
return keyState;
}
/**
* Clear any current keypress or mouse click
*/
void Events::clearEvents() {
_pendingKeys.clear();
_mouseButtons = 0;
_pressed = _released = false;
_rightPressed = _rightReleased = false;
_oldButtons = _oldRightButton = false;
}
/**
* Clear any pending keyboard inputs
*/
void Events::clearKeyboard() {
_pendingKeys.clear();
}
/**
* Delay for a given number of game frames, where each frame is 1/60th of a second
*/
void Events::wait(int numFrames) {
uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE;
delay(totalMilli);
}
/**
* Does a delay of the specified number of milliseconds
*/
bool Events::delay(uint32 time, bool interruptable) {
// Different handling for really short versus extended times
if (time < 10) {
// For really short periods, simply delay by the desired amount
pollEvents();
g_system->delayMillis(time);
bool result = !(interruptable && (kbHit() || _pressed));
clearEvents();
return result;
} else {
// For long periods go into a loop where we delay by 10ms at a time and then
// check for events. This ensures for longer delays that responsiveness is
// maintained
uint32 delayEnd = g_system->getMillis() + time;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) {
pollEventsAndWait();
if (interruptable && (kbHit() || _pressed)) {
clearEvents();
return false;
}
}
return true;
}
}
/**
* Sets the pressed and released button flags on the raw button state previously set in pollEvents calls.
* @remarks The events manager has separate variables for the raw immediate and old button state
* versus the current buttons states for the frame. This method is expected to be called only once
* per game frame
*/
void Events::setButtonState() {
_released = _rightReleased = false;
if (_mouseButtons & 1)
_pressed = _oldButtons = true;
if ((_mouseButtons & 1) == 0 && _oldButtons) {
_pressed = _oldButtons = false;
_released = true;
}
if (_mouseButtons & 2)
_rightPressed = _oldRightButton = true;
if ((_mouseButtons & 2) == 0 && _oldRightButton) {
_rightPressed = _oldRightButton = false;
_rightReleased = true;
}
}
/**
* Checks to see to see if a key or a mouse button is pressed.
*/
bool Events::checkInput() {
setButtonState();
return kbHit() || _pressed || _released || _rightPressed || _rightReleased;
}
} // End of namespace Sherlock
|