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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"
#include "titanic/star_control/star_control.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
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