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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 "titanic/events.h"
#include "titanic/titanic.h"
#include "titanic/main_game_window.h"
namespace Titanic {
Events::Events(TitanicEngine *vm): _vm(vm), _specialButtons(0),
_frameCounter(1), _priorFrameTime(0), _priorLeftDownTime(0),
_priorMiddleDownTime(0), _priorRightDownTime(0) {
}
void Events::pollEvents() {
checkForNextFrameCounter();
Common::Event event;
if (!g_system->getEventManager()->pollEvent(event))
return;
switch (event.type) {
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
mouseMove();
break;
case Common::EVENT_LBUTTONDOWN:
_mousePos = event.mouse;
leftButtonDown();
break;
case Common::EVENT_LBUTTONUP:
_mousePos = event.mouse;
leftButtonUp();
break;
case Common::EVENT_MBUTTONDOWN:
_mousePos = event.mouse;
middleButtonDown();
break;
case Common::EVENT_MBUTTONUP:
_mousePos = event.mouse;
middleButtonUp();
break;
case Common::EVENT_KEYDOWN:
keyDown(event.kbd);
break;
case Common::EVENT_KEYUP:
keyUp(event.kbd);
break;
default:
break;
}
}
void Events::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
bool Events::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_frameCounter;
_priorFrameTime = milli;
// Handle any idle updates
onIdle();
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->update();
return true;
}
return false;
}
uint32 Events::getTicksCount() const {
return g_system->getMillis();
}
void Events::onIdle() {
if (!_vm->_window->_inputAllowed)
return;
CGameManager *gameManager = _vm->_window->_gameManager;
if (!gameManager)
return;
// Let the game manager perform any game updates
gameManager->update();
if (gameManager->_gameState._quitGame) {
// Game needs to shut down
_vm->quitGame();
}
}
#define HANDLE_MESSAGE(METHOD) if (_vm->_window->_inputAllowed) { \
_vm->_window->_gameManager->_inputTranslator.METHOD(_specialButtons, Point(_mousePos.x, _mousePos.y)); \
_vm->_window->mouseChanged(); \
}
void Events::mouseMove() {
HANDLE_MESSAGE(mouseMove)
}
void Events::leftButtonDown() {
_specialButtons |= MK_LBUTTON;
if ((getTicksCount() - _priorLeftDownTime) < DOUBLE_CLICK_TIME) {
_priorLeftDownTime = 0;
leftButtonDoubleClick();
} else {
_priorLeftDownTime = getTicksCount();
HANDLE_MESSAGE(leftButtonDown)
}
}
void Events::leftButtonUp() {
_specialButtons &= ~MK_LBUTTON;
HANDLE_MESSAGE(leftButtonUp)
}
void Events::leftButtonDoubleClick() {
HANDLE_MESSAGE(leftButtonDoubleClick)
}
void Events::middleButtonDown() {
_specialButtons |= MK_MBUTTON;
if ((getTicksCount() - _priorMiddleDownTime) < DOUBLE_CLICK_TIME) {
_priorMiddleDownTime = 0;
middleButtonDoubleClick();
} else {
_priorMiddleDownTime = getTicksCount();
HANDLE_MESSAGE(middleButtonDown)
}
}
void Events::middleButtonUp() {
_specialButtons &= ~MK_MBUTTON;
HANDLE_MESSAGE(middleButtonUp)
}
void Events::middleButtonDoubleClick() {
HANDLE_MESSAGE(middleButtonDoubleClick)
}
void Events::rightButtonDown() {
_specialButtons |= MK_RBUTTON;
if ((getTicksCount() - _priorRightDownTime) < DOUBLE_CLICK_TIME) {
_priorRightDownTime = 0;
rightButtonDoubleClick();
} else {
_priorRightDownTime = getTicksCount();
HANDLE_MESSAGE(rightButtonDown)
}
}
void Events::rightButtonUp() {
_specialButtons &= ~MK_RBUTTON;
HANDLE_MESSAGE(rightButtonUp)
}
void Events::rightButtonDoubleClick() {
HANDLE_MESSAGE(rightButtonDoubleClick)
}
void Events::charPress(char c) {
}
void Events::keyDown(Common::KeyState keyState) {
handleKbdSpecial(keyState);
if (keyState.keycode == Common::KEYCODE_d && (keyState.flags & Common::KBD_CTRL)) {
// Attach to the debugger
_vm->_debugger->attach();
_vm->_debugger->onFrame();
}
if (_vm->_window->_inputAllowed)
_vm->_window->_gameManager->_inputTranslator.keyDown(keyState);
}
void Events::keyUp(Common::KeyState keyState) {
handleKbdSpecial(keyState);
}
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
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