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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 "zvision/zvision.h"
#include "zvision/console.h"
#include "zvision/cursor_manager.h"
#include "zvision/render_manager.h"
#include "zvision/script_manager.h"
#include "zvision/rlf_animation.h"
#include "common/events.h"
#include "common/system.h"
#include "common/rational.h"
#include "engines/util.h"
namespace ZVision {
void ZVision::processEvents() {
while (_eventMan->pollEvent(_event)) {
switch (_event.type) {
case Common::EVENT_LBUTTONDOWN:
onMouseDown(_event.mouse);
break;
case Common::EVENT_LBUTTONUP:
onMouseUp(_event.mouse);
break;
case Common::EVENT_RBUTTONDOWN:
// TODO: Inventory logic
break;
case Common::EVENT_MOUSEMOVE:
onMouseMove(_event.mouse);
break;
case Common::EVENT_KEYDOWN:
switch (_event.kbd.keycode) {
case Common::KEYCODE_d:
if (_event.kbd.hasFlags(Common::KBD_CTRL)) {
// Start the debugger
_console->attach();
_console->onFrame();
}
break;
case Common::KEYCODE_q:
if (_event.kbd.hasFlags(Common::KBD_CTRL))
quitGame();
break;
default:
break;
}
_scriptManager->onKeyDown(_event.kbd);
break;
case Common::EVENT_KEYUP:
_scriptManager->onKeyUp(_event.kbd);
break;
default:
break;
}
}
}
void ZVision::onMouseDown(const Common::Point &pos) {
_cursorManager->cursorDown(true);
Common::Point imageCoord(_renderManager->screenSpaceToImageSpace(pos));
_scriptManager->onMouseDown(pos, imageCoord);
}
void ZVision::onMouseUp(const Common::Point &pos) {
_cursorManager->cursorDown(false);
Common::Point imageCoord(_renderManager->screenSpaceToImageSpace(pos));
_scriptManager->onMouseUp(pos, imageCoord);
}
void ZVision::onMouseMove(const Common::Point &pos) {
Common::Point imageCoord(_renderManager->screenSpaceToImageSpace(pos));
bool cursorWasChanged = _scriptManager->onMouseMove(pos, imageCoord);
// Graph of the function governing rotation velocity:
//
// |---------------- working window ------------------|
// ^ |---------|
// | |
// +Max velocity | rotation screen edge offset
// | /|
// | / |
// | / |
// | / |
// | / |
// | / |
// | / |
// | / |
// | / |
// Zero velocity |______________________________ ______________________________/_________|__________________________>
// | Position -> | /
// | | /
// | | /
// | | /
// | | /
// | | /
// | | /
// | | /
// | | /
// -Max velocity | |/
// |
// |
// ^
if (_workingWindow.contains(pos)) {
RenderTable::RenderState renderState = _renderManager->getRenderTable()->getRenderState();
if (renderState == RenderTable::PANORAMA) {
if (pos.x >= _workingWindow.left && pos.x < _workingWindow.left + ROTATION_SCREEN_EDGE_OFFSET) {
// Linear function of distance to the left edge (y = -mx + b)
// We use fixed point math to get better accuracy
Common::Rational velocity = (Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.x - _workingWindow.left)) - MAX_ROTATION_SPEED;
_renderManager->setBackgroundVelocity(velocity.toInt());
_cursorManager->setLeftCursor();
cursorWasChanged = true;
} else if (pos.x <= _workingWindow.right && pos.x > _workingWindow.right - ROTATION_SCREEN_EDGE_OFFSET) {
// Linear function of distance to the right edge (y = mx)
// We use fixed point math to get better accuracy
Common::Rational velocity = Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.x - _workingWindow.right + ROTATION_SCREEN_EDGE_OFFSET);
_renderManager->setBackgroundVelocity(velocity.toInt());
_cursorManager->setRightCursor();
cursorWasChanged = true;
} else {
_renderManager->setBackgroundVelocity(0);
}
} else if (renderState == RenderTable::TILT) {
if (pos.y >= _workingWindow.top && pos.y < _workingWindow.top + ROTATION_SCREEN_EDGE_OFFSET) {
// Linear function of distance to top edge
// We use fixed point math to get better accuracy
Common::Rational velocity = (Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.y - _workingWindow.top)) - MAX_ROTATION_SPEED;
_renderManager->setBackgroundVelocity(velocity.toInt());
_cursorManager->setUpCursor();
cursorWasChanged = true;
} else if (pos.y <= _workingWindow.bottom && pos.y > _workingWindow.bottom - ROTATION_SCREEN_EDGE_OFFSET) {
// Linear function of distance to the bottom edge (y = mx)
// We use fixed point math to get better accuracy
Common::Rational velocity = Common::Rational(MAX_ROTATION_SPEED, ROTATION_SCREEN_EDGE_OFFSET) * (pos.y - _workingWindow.bottom + ROTATION_SCREEN_EDGE_OFFSET);
_renderManager->setBackgroundVelocity(velocity.toInt());
_cursorManager->setDownCursor();
cursorWasChanged = true;
} else {
_renderManager->setBackgroundVelocity(0);
}
}
} else {
_renderManager->setBackgroundVelocity(0);
}
if (!cursorWasChanged) {
_cursorManager->revertToIdle();
}
}
} // End of namespace ZVision
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