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
|
/* 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 "titanic/events.h"
#include "titanic/debugger.h"
#include "titanic/game_manager.h"
#include "titanic/main_game_window.h"
#include "titanic/star_control/star_control.h"
#include "titanic/titanic.h"
#include "common/events.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "engines/util.h"
#include "graphics/screen.h"
namespace Titanic {
Events::Events(TitanicEngine *vm): _vm(vm), _frameCounter(1),
_totalFrames(0), _priorFrameTime(0), _specialButtons(0) {
}
#define MOVE_CHECK if (moved) eventTarget()->mouseMove(_mousePos)
void Events::pollEvents() {
checkForNextFrameCounter();
bool moved = false;
Common::Event event;
while (!_vm->shouldQuit() && g_system->getEventManager()->pollEvent(event)) {
if (event.type != Common::EVENT_MOUSEMOVE) {
MOVE_CHECK;
}
switch (event.type) {
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
moved = true;
break;
case Common::EVENT_LBUTTONDOWN:
_specialButtons |= MK_LBUTTON;
_mousePos = event.mouse;
eventTarget()->leftButtonDown(_mousePos);
return;
case Common::EVENT_LBUTTONUP:
_specialButtons &= ~MK_LBUTTON;
_mousePos = event.mouse;
eventTarget()->leftButtonUp(_mousePos);
return;
case Common::EVENT_MBUTTONDOWN:
_specialButtons |= MK_MBUTTON;
_mousePos = event.mouse;
eventTarget()->middleButtonDown(_mousePos);
return;
case Common::EVENT_MBUTTONUP:
_specialButtons &= ~MK_MBUTTON;
_mousePos = event.mouse;
eventTarget()->middleButtonUp(_mousePos);
return;
case Common::EVENT_RBUTTONDOWN:
_specialButtons |= MK_LBUTTON | MK_SHIFT;
_mousePos = event.mouse;
eventTarget()->leftButtonDown(_mousePos);
return;
case Common::EVENT_RBUTTONUP:
_specialButtons &= ~(MK_RBUTTON | MK_SHIFT);
_mousePos = event.mouse;
eventTarget()->leftButtonUp(_mousePos);
return;
case Common::EVENT_WHEELUP:
case Common::EVENT_WHEELDOWN:
_mousePos = event.mouse;
eventTarget()->mouseWheel(_mousePos, event.type == Common::EVENT_WHEELUP);
return;
case Common::EVENT_KEYDOWN:
handleKbdSpecial(event.kbd);
eventTarget()->keyDown(event.kbd);
return;
case Common::EVENT_KEYUP:
handleKbdSpecial(event.kbd);
eventTarget()->keyUp(event.kbd);
return;
default:
break;
}
}
MOVE_CHECK;
}
#undef MOVE_CHECK
void Events::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
CGameManager *gameManager = g_vm->_window->_gameManager;
if (gameManager) {
// Regularly update the sound mixer
gameManager->_sound.updateMixer();
// WORKAROUND: If in the Star Control view, update the camera
// frequently, to accomodate that the original had a higher
// draw rate than the ScummVM implementation does
CViewItem *view = gameManager->getView();
if (view->getFullViewName() == "Bridge.Node 4.N") {
CStarControl *starControl = dynamic_cast<CStarControl *>(
view->findChildInstanceOf(CStarControl::_type));
if (starControl && starControl->_visible)
starControl->updateCamera();
}
}
}
bool Events::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_frameCounter;
++_totalFrames;
_priorFrameTime = milli;
// Handle any idle updates
eventTarget()->onIdle();
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->update();
return true;
}
return false;
}
uint32 Events::getTicksCount() const {
return _frameCounter * GAME_FRAME_TIME;
}
uint32 Events::getTotalPlayTicks() const {
return _totalFrames;
}
void Events::setTotalPlayTicks(uint frames) {
_totalFrames = frames;
}
void Events::sleep(uint time) {
uint32 delayEnd = g_system->getMillis() + time;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd)
pollEventsAndWait();
}
bool Events::waitForPress(uint expiry) {
uint32 delayEnd = g_system->getMillis() + expiry;
CPressTarget pressTarget;
addTarget(&pressTarget);
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd && !pressTarget._pressed) {
pollEventsAndWait();
}
removeTarget();
return pressTarget._pressed;
}
void Events::setMousePos(const Common::Point &pt) {
g_system->warpMouse(pt.x, pt.y);
_mousePos = pt;
eventTarget()->mouseMove(_mousePos);
}
void Events::handleKbdSpecial(Common::KeyState keyState) {
if (keyState.flags & Common::KBD_CTRL)
_specialButtons |= MK_CONTROL;
else
_specialButtons &= ~MK_CONTROL;
if (keyState.flags & Common::KBD_SHIFT)
_specialButtons |= MK_SHIFT;
else
_specialButtons &= ~MK_SHIFT;
}
} // End of namespace Titanic
|