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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "base/engine.h"
#include "common/timer.h"
#include "driver96.h"
#include "_mouse.h"
#include "keyboard.h"
#include "rdwin.h"
#include "d_draw.h"
#include "palette.h"
#include "render.h"
#include "menu.h"
#include "d_sound.h"
#include "bs2/sword2.h"
#define MENUDEEP 40 // Temporary, until menu.h is written!
// ---------------------------------------------------------------------------
// OSystem Event Handler. Full of cross platform goodness and 99% fat free!
// ---------------------------------------------------------------------------
void Sword2State::parseEvents() {
OSystem::Event event;
while (_system->poll_event(&event)) {
switch(event.event_code) {
case OSystem::EVENT_KEYDOWN:
WriteKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
break;
case OSystem::EVENT_MOUSEMOVE:
mousex = event.mouse.x;
mousey = event.mouse.y - MENUDEEP;
break;
case OSystem::EVENT_LBUTTONDOWN:
LogMouseEvent(RD_LEFTBUTTONDOWN);
break;
case OSystem::EVENT_RBUTTONDOWN:
LogMouseEvent(RD_RIGHTBUTTONDOWN);
break;
case OSystem::EVENT_LBUTTONUP:
LogMouseEvent(RD_LEFTBUTTONUP);
break;
case OSystem::EVENT_RBUTTONUP:
LogMouseEvent(RD_RIGHTBUTTONUP);
break;
case OSystem::EVENT_QUIT:
Close_game();
CloseAppWindow();
break;
default:
break;
}
}
}
/**
* Quit the game.
*/
int32 CloseAppWindow(void) {
warning("stub CloseAppWindow");
/*
DestroyWindow(hwnd);
*/
// just quit for now
g_system->quit();
return RD_OK;
}
static bool _needRedraw = false;
void SetNeedRedraw() {
_needRedraw = true;
}
/**
* This function should be called at a high rate (> 20 per second) to service
* windows and the interface it provides.
*/
int32 ServiceWindows(void) {
g_sword2->parseEvents();
FadeServer();
// FIXME: We re-render the entire picture area of the screen for each
// frame, which is pretty horrible.
if (_needRedraw) {
g_system->copy_rect(lpBackBuffer + MENUDEEP * screenWide, screenWide, 0, MENUDEEP, screenWide, screenDeep - 2 * MENUDEEP);
_needRedraw = false;
}
// We still need to update because of fades, menu animations, etc.
g_system->update_screen();
return RD_OK;
}
/**
* Set the window name to windowName and stores this name in gameName for
* future use.
*/
void SetWindowName(const char *windowName) {
warning("stub SetWindowName( %s )", windowName);
// SetWindowText(hwnd, windowName);
// strcpy(gameName, windowName);
}
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