scummvm/engines/director/events.cpp

138 lines
3.8 KiB
C++

/* 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/system.h"
#include "common/events.h"
#include "director/director.h"
#include "director/frame.h"
#include "director/score.h"
#include "director/sprite.h"
#include "director/lingo/lingo.h"
namespace Director {
void processQuitEvent() {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
if (event.type == Common::EVENT_QUIT)
g_director->getCurrentScore()->_stopPlay = true;
}
}
void DirectorEngine::processEvents() {
Common::Event event;
uint endTime = g_system->getMillis() + 200;
Score *sc = getCurrentScore();
if (sc->getCurrentFrame() >= sc->_frames.size()) {
warning("processEvents: request to access frame %d of %d", sc->getCurrentFrame(), sc->_frames.size() - 1);
return;
}
Frame *currentFrame = sc->_frames[sc->getCurrentFrame()];
uint16 spriteId = 0;
Common::Point pos;
while (g_system->getMillis() < endTime) {
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
sc->_stopPlay = true;
break;
case Common::EVENT_LBUTTONDOWN:
pos = g_system->getEventManager()->getMousePos();
// D3 doesn't have both mouse up and down.
// But we still want to know if the mouse is down for press effects.
spriteId = currentFrame->getSpriteIDFromPos(pos);
sc->_currentMouseDownSpriteId = spriteId;
debugC(3, kDebugEvents, "event: Button Down @(%d, %d), sprite id: %d", pos.x, pos.y, spriteId);
_lingo->processEvent(kEventMouseDown);
if (currentFrame->_sprites[spriteId]->_moveable) {
warning("Moveable");
}
break;
case Common::EVENT_LBUTTONUP:
pos = g_system->getEventManager()->getMousePos();
spriteId = currentFrame->getSpriteIDFromPos(pos);
debugC(3, kDebugEvents, "event: Button Up @(%d, %d), sprite id: %d", pos.x, pos.y, spriteId);
_lingo->processEvent(kEventMouseUp);
sc->_currentMouseDownSpriteId = 0;
break;
case Common::EVENT_KEYDOWN:
_keyCode = event.kbd.keycode;
_key = (unsigned char)(event.kbd.ascii & 0xff);
switch (_keyCode) {
case Common::KEYCODE_LEFT:
_keyCode = 123;
break;
case Common::KEYCODE_RIGHT:
_keyCode = 124;
break;
case Common::KEYCODE_DOWN:
_keyCode = 125;
break;
case Common::KEYCODE_UP:
_keyCode = 126;
break;
default:
warning("Keycode: %d", _keyCode);
}
_lingo->processEvent(kEventKeyDown, kGlobalScript, 0);
break;
default:
break;
}
}
g_system->updateScreen();
g_system->delayMillis(10);
if (sc->getCurrentFrame() > 0)
_lingo->processEvent(kEventIdle, kFrameScript, sc->getCurrentFrame());
}
}
void DirectorEngine::setDraggedSprite(uint16 id) {
_draggingSprite = true;
_draggingSpriteId = id;
_draggingSpritePos = g_system->getEventManager()->getMousePos();
warning("STUB: DirectorEngine::setDraggedSprite(%d)", id);
}
} // End of namespace Director