scummvm/engines/voyeur/events.cpp

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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 "voyeur/events.h"
#include "voyeur/voyeur.h"
#include "graphics/palette.h"
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namespace Voyeur {
EventsManager::EventsManager(): _intPtr(_audioStruc) {
_cycleStatus = 0;
_mouseButton = 0;
_priorFrameTime = g_system->getMillis();
Common::fill(&_keyState[0], &_keyState[256], false);
}
void EventsManager::resetMouse() {
// No implementation
}
void EventsManager::startMainClockInt() {
_mainIntNode._intFunc = mainVoyeurIntFunc;
_mainIntNode._flags = 0;
_mainIntNode._curTime = 0;
_mainIntNode._timeReset = _vm->_graphicsManager._palFlag ? 50 : 60;
}
void EventsManager::mainVoyeurIntFunc() {
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}
void EventsManager::vStopCycle() {
_cycleIntNode._flags = 1;
_cycleStatus &= 2;
}
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void EventsManager::sWaitFlip() {
// TODO: See if this needs a proper wait loop with event polling
//while (_intPtr._field39) ;
Common::Array<ViewPortResource *> &viewPorts = _vm->_graphicsManager._viewPortListPtr->_entries;
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for (uint idx = 0; idx < viewPorts.size(); ++idx) {
ViewPortResource &viewPort = *viewPorts[idx];
if (_vm->_graphicsManager._saveBack && (viewPort._flags & 0x40)) {
Common::Rect *clipPtr = _vm->_graphicsManager._clipPtr;
_vm->_graphicsManager._clipPtr = &viewPort._clipRect;
if (viewPort._restoreFn)
(_vm->_graphicsManager.*viewPort._restoreFn)(&viewPort);
_vm->_graphicsManager._clipPtr = clipPtr;
viewPort._rectListCount[viewPort._pageIndex] = 0;
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viewPort._flags &= 0xFFBF;
}
}
}
void EventsManager::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_gameCounter;
_priorFrameTime = milli;
// Run the timer-based updates
videoTimer();
// Display the frame
g_system->copyRectToScreen((byte *)_vm->_graphicsManager._screenSurface.pixels,
SCREEN_WIDTH, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
g_system->updateScreen();
// Signal the ScummVM debugger
_vm->_debugger.onFrame();
}
}
void EventsManager::videoTimer() {
if (_audioStruc._hasPalette) {
_audioStruc._hasPalette = false;
g_system->getPaletteManager()->setPalette(_audioStruc._palette,
_audioStruc._palStartIndex,
_audioStruc._palEndIndex - _audioStruc._palStartIndex + 1);
}
}
void EventsManager::delay(int cycles) {
uint32 totalMilli = cycles * 1000 / GAME_FRAME_RATE;
uint32 delayEnd = g_system->getMillis() + totalMilli;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) {
g_system->delayMillis(10);
pollEvents();
}
}
void EventsManager::pollEvents() {
checkForNextFrameCounter();
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
// Handle keypress
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
return;
case Common::EVENT_KEYDOWN:
_keyState[(byte)toupper(event.kbd.ascii)] = true;
return;
case Common::EVENT_KEYUP:
_keyState[(byte)toupper(event.kbd.ascii)] = false;
return;
case Common::EVENT_LBUTTONDOWN:
_mouseButton = 1;
return;
case Common::EVENT_RBUTTONDOWN:
_mouseButton = 2;
return;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
_mouseButton = 0;
return;
default:
break;
}
}
}
void EventsManager::startFade(CMapResource *cMap) {
_fadeIntNode._flags |= 1;
if (_cycleStatus & 1)
_cycleIntNode._flags |= 1;
_fadeFirstCol = cMap->_start;
_fadeLastCol = cMap->_end;
_fadeCount = cMap->_steps + 1;
if (cMap->_steps > 0) {
_vm->_graphicsManager._fadeStatus = cMap->_fadeStatus | 1;
uint16 *destP = (uint16 *)(_vm->_graphicsManager._viewPortListPtr->_palette +
(_fadeFirstCol * 16));
byte *vgaP = &_vm->_graphicsManager._VGAColors[_fadeFirstCol * 3];
int mapIndex = 0;
for (int idx = _fadeFirstCol; idx <= _fadeLastCol; ++idx) {
destP[0] = vgaP[0] << 8;
uint32 rComp = (uint16)((cMap->_entries[mapIndex * 3] << 8) - destP[0]) | 0x80;
destP[3] = rComp / cMap->_steps;
destP[1] = vgaP[1] << 8;
uint32 gComp = (uint16)((cMap->_entries[mapIndex * 3 + 1] << 8) - destP[1]) | 0x80;
destP[4] = gComp / cMap->_steps;
destP[2] = vgaP[2] << 8;
uint32 bComp = (uint16)((cMap->_entries[mapIndex * 3 + 2] << 8) - destP[2]) | 0x80;
destP[5] = bComp / cMap->_steps;
destP[6] = bComp % cMap->_steps;
destP += 8;
if (!(cMap->_fadeStatus & 1))
++mapIndex;
}
if (cMap->_fadeStatus & 2)
_intPtr._field3B = 1;
_fadeIntNode._flags &= ~1;
} else {
byte *vgaP = &_vm->_graphicsManager._VGAColors[_fadeFirstCol * 3];
int mapIndex = 0;
for (int idx = _fadeFirstCol; idx <= _fadeLastCol; ++idx, vgaP += 3) {
Common::copy(&cMap->_entries[mapIndex], &cMap->_entries[mapIndex + 3], vgaP);
if (!(cMap->_fadeStatus & 1))
mapIndex += 3;
}
if (_intPtr._palStartIndex > _fadeFirstCol)
_intPtr._palStartIndex = _fadeFirstCol;
if (_intPtr._palEndIndex < _fadeLastCol)
_intPtr._palEndIndex = _fadeLastCol;
_intPtr._hasPalette = true;
if (!(cMap->_fadeStatus & 2))
_intPtr._field38 = 1;
}
if (_cycleStatus & 1)
_cycleIntNode._flags &= ~1;
}
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} // End of namespace Voyeur