scummvm/sword2/driver/rdwin.cpp

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/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
* 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"
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#include "sword2/sword2.h"
#include "sword2/driver/menu.h"
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namespace Sword2 {
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// ---------------------------------------------------------------------------
// OSystem Event Handler. Full of cross platform goodness and 99% fat free!
// ---------------------------------------------------------------------------
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void Input::parseEvents(void) {
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OSystem::Event event;
while (_vm->_system->poll_event(&event)) {
switch (event.event_code) {
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case OSystem::EVENT_KEYDOWN:
writeKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
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break;
case OSystem::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y - MENUDEEP;
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break;
case OSystem::EVENT_LBUTTONDOWN:
logMouseEvent(RD_LEFTBUTTONDOWN);
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break;
case OSystem::EVENT_RBUTTONDOWN:
logMouseEvent(RD_RIGHTBUTTONDOWN);
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break;
case OSystem::EVENT_LBUTTONUP:
logMouseEvent(RD_LEFTBUTTONUP);
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break;
case OSystem::EVENT_RBUTTONUP:
logMouseEvent(RD_RIGHTBUTTONUP);
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break;
case OSystem::EVENT_WHEELUP:
logMouseEvent(RD_WHEELUP);
break;
case OSystem::EVENT_WHEELDOWN:
logMouseEvent(RD_WHEELDOWN);
break;
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case OSystem::EVENT_QUIT:
_vm->closeGame();
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break;
default:
break;
}
}
}
/**
* Tell updateDisplay() that the scene needs to be completely updated.
*/
void Graphics::setNeedFullRedraw(void) {
_needFullRedraw = true;
}
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/**
* This function has two purposes: It redraws the scene, and it handles input
* events, palette fading, etc. It should be called at a high rate (> 20 per
* second), but the scene is usually only redrawn about 12 times per second,
* except when then screen is scrolling.
*
* @param redrawScene If true, redraw the scene.
*/
void Graphics::updateDisplay(bool redrawScene) {
_vm->_input->parseEvents();
fadeServer();
if (redrawScene) {
int i;
// Note that the entire scene is always rendered, which is less
// than optimal, but at least we can try to be intelligent
// about updating the screen afterwards.
if (_needFullRedraw) {
// Update the entire screen. This is necessary when
// scrolling, fading, etc.
_vm->_system->copy_rect(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
_needFullRedraw = false;
} else {
// Update only the dirty areas of the screen
int j, x, y;
int stripWide;
for (i = 0; i < _gridDeep; i++) {
stripWide = 0;
for (j = 0; j < _gridWide; j++) {
if (_dirtyGrid[i * _gridWide + j]) {
stripWide++;
} else if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copy_rect(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copy_rect(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
}
// Age the dirty cells one generation. This way we keep track
// of both the cells that were updated this time, and the ones
// that were updated the last time.
for (i = 0; i < _gridWide * _gridDeep; i++)
_dirtyGrid[i] >>= 1;
}
// We always need to update because of fades, menu animations, etc.
_vm->_system->update_screen();
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}
/**
* Set the window title
*/
void Graphics::setWindowName(const char *windowName) {
OSystem::Property prop;
prop.caption = windowName;
_vm->_system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
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}
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} // End of namespace Sword2