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/* 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"
#include "sherlock/surface.h"
namespace Sherlock {
enum ButtonFlag { LEFT_BUTTON = 1, RIGHT_BUTTON = 2 };
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;
_firstPress = false;
_waitCounter = 0;
if (_vm->_interactiveFl)
loadCursors("rmouse.vgs");
}
Events::~Events() {
delete _cursorImages;
}
void Events::loadCursors(const Common::String &filename) {
hideCursor();
delete _cursorImages;
if (!IS_3DO) {
// PC
_cursorImages = new ImageFile(filename);
} else {
// 3DO
_cursorImages = new ImageFile3DO(filename, kImageFile3DOType_RoomFormat);
}
_cursorId = INVALID_CURSOR;
}
void Events::setCursor(CursorId cursorId) {
if (cursorId == _cursorId || _waitCounter > 0)
return;
int hotspotX, hotspotY;
if (cursorId == MAGNIFY) {
hotspotX = 8;
hotspotY = 8;
} else {
hotspotX = 0;
hotspotY = 0;
}
// Set the cursor data
Graphics::Surface &s = (*_cursorImages)[cursorId]._frame;
setCursor(s, hotspotX, hotspotY);
_cursorId = cursorId;
}
void Events::setCursor(const Graphics::Surface &src, int hotspotX, int hotspotY) {
_cursorId = INVALID_CURSOR;
_hotspotPos = Common::Point(hotspotX, hotspotY);
if (!IS_3DO) {
// PC 8-bit palettized
CursorMan.replaceCursor(src.getPixels(), src.w, src.h, hotspotX, hotspotY, 0xff);
} else {
// 3DO RGB565
CursorMan.replaceCursor(src.getPixels(), src.w, src.h, hotspotX, hotspotY, 0x0000, false, &src.format);
}
showCursor();
}
void Events::setCursor(CursorId cursorId, const Common::Point &cursorPos, const Graphics::Surface &surface) {
_cursorId = cursorId;
// Get the standard cursor frame
Graphics::Surface &cursorImg = (*_cursorImages)[cursorId]._frame;
// If the X pos for the cursor image is -100, this is a special value to indicate
// the cursor should be horizontally centered
Common::Point cursorPt = cursorPos;
if (cursorPos.x == -100)
cursorPt.x = (surface.w - cursorImg.w) / 2;
// Figure total bounds needed for cursor image and passed image
Common::Rect bounds(surface.w, surface.h);
bounds.extend(Common::Rect(cursorPt.x, cursorPt.y, cursorPt.x + cursorImg.w, cursorPt.y + cursorImg.h));
Common::Rect r = bounds;
r.moveTo(0, 0);
// Form a single surface containing both frames
Surface s(r.width(), r.height());
s.fill(TRANSPARENCY);
// Draw the passed image
Common::Point drawPos;
if (cursorPt.x < 0)
drawPos.x = -cursorPt.x;
if (cursorPt.y < 0)
drawPos.y = -cursorPt.y;
s.blitFrom(surface, Common::Point(drawPos.x, drawPos.y));
// Draw the cursor image
drawPos = Common::Point(MAX(cursorPt.x, (int16)0), MAX(cursorPt.y, (int16)0));
s.transBlitFrom(cursorImg, Common::Point(drawPos.x, drawPos.y));
// Set up hotspot position for cursor, adjusting for cursor image's position within the surface
Common::Point hotspot;
if (cursorId == MAGNIFY)
hotspot = Common::Point(8, 8);
hotspot += drawPos;
// Set the cursor
setCursor(s.getRawSurface(), hotspot.x, hotspot.y);
}
void Events::animateCursorIfNeeded() {
if (_cursorId >= WAIT && _cursorId < (WAIT + 3)) {
CursorId newId = (_cursorId == WAIT + 2) ? WAIT : (CursorId)((int)_cursorId + 1);
setCursor(newId);
}
}
void Events::showCursor() {
CursorMan.showMouse(true);
}
void Events::hideCursor() {
CursorMan.showMouse(false);
}
CursorId Events::getCursor() const {
return _cursorId;
}
bool Events::isCursorVisible() const {
return CursorMan.isVisible();
}
void Events::pollEvents() {
checkForNextFrameCounter();
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
_mousePos = event.mouse;
// Handle events
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 |= LEFT_BUTTON;
return;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons |= RIGHT_BUTTON;
return;
case Common::EVENT_LBUTTONUP:
_mouseButtons &= ~LEFT_BUTTON;
return;
case Common::EVENT_RBUTTONUP:
_mouseButtons &= ~RIGHT_BUTTON;
return;
default:
break;
}
}
}
void Events::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
void Events::warpMouse(const Common::Point &pt) {
_mousePos = pt - _vm->_screen->_currentScroll;
g_system->warpMouse(_mousePos.x, _mousePos.y);
}
void Events::warpMouse() {
Screen &screen = *_vm->_screen;
warpMouse(Common::Point(screen._currentScroll.x + SHERLOCK_SCREEN_WIDTH / 2,
screen._currentScroll.y + SHERLOCK_SCREEN_HEIGHT / 2));
}
Common::Point Events::mousePos() const {
return _vm->_screen->_currentScroll + _mousePos;
}
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;
}
Common::KeyState Events::getKey() {
Common::KeyState keyState = _pendingKeys.pop();
switch (keyState.keycode) {
case Common::KEYCODE_KP1:
keyState.keycode = Common::KEYCODE_END;
break;
case Common::KEYCODE_KP2:
keyState.keycode = Common::KEYCODE_DOWN;
break;
case Common::KEYCODE_KP3:
keyState.keycode = Common::KEYCODE_PAGEDOWN;
break;
case Common::KEYCODE_KP4:
keyState.keycode = Common::KEYCODE_LEFT;
break;
case Common::KEYCODE_KP6:
keyState.keycode = Common::KEYCODE_RIGHT;
break;
case Common::KEYCODE_KP7:
keyState.keycode = Common::KEYCODE_HOME;
break;
case Common::KEYCODE_KP8:
keyState.keycode = Common::KEYCODE_UP;
break;
case Common::KEYCODE_KP9:
keyState.keycode = Common::KEYCODE_PAGEUP;
break;
case Common::KEYCODE_KP_ENTER:
keyState.keycode = Common::KEYCODE_RETURN;
break;
default:
break;
}
return keyState;
}
void Events::clearEvents() {
_pendingKeys.clear();
_mouseButtons = 0;
_pressed = _released = false;
_rightPressed = _rightReleased = false;
_oldButtons = _oldRightButton = false;
_firstPress = false;
}
void Events::clearKeyboard() {
_pendingKeys.clear();
}
void Events::wait(int numFrames) {
uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE;
delay(totalMilli);
}
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 || _vm->shouldQuit()));
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() || _mouseButtons)) {
clearEvents();
return false;
}
}
return !_vm->shouldQuit();
}
}
void Events::setButtonState() {
_firstPress = ((_mouseButtons & 1) && !_pressed) || ((_mouseButtons & 2) && !_rightPressed);
_released = _rightReleased = false;
if (_mouseButtons & LEFT_BUTTON)
_pressed = _oldButtons = true;
if ((_mouseButtons & LEFT_BUTTON) == 0 && _oldButtons) {
_pressed = _oldButtons = false;
_released = true;
}
if (_mouseButtons & RIGHT_BUTTON)
_rightPressed = _oldRightButton = true;
if ((_mouseButtons & RIGHT_BUTTON) == 0 && _oldRightButton) {
_rightPressed = _oldRightButton = false;
_rightReleased = true;
}
}
bool Events::checkInput() {
setButtonState();
return kbHit() || _pressed || _released || _rightPressed || _rightReleased;
}
void Events::incWaitCounter() {
setCursor(WAIT);
++_waitCounter;
}
void Events::decWaitCounter() {
assert(_waitCounter > 0);
--_waitCounter;
}
} // End of namespace Sherlock
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