scummvm/engines/mads/events.cpp

146 lines
3.5 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/scummsys.h"
#include "graphics/cursorman.h"
#include "common/events.h"
#include "engines/util.h"
#include "mads/mads.h"
#include "mads/events.h"
#define GAME_FRAME_RATE 50
#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
namespace MADS {
EventsManager::EventsManager(MADSEngine *vm) {
_vm = vm;
_cursorSprites = nullptr;
_gameCounter = 0;
_priorFrameTime = 0;
_keyPressed = false;
_mouseClicked = false;
}
EventsManager::~EventsManager() {
delete _cursorSprites;
}
void EventsManager::loadCursors(const Common::String &spritesName) {
_cursorSprites = new SpriteAsset(_vm, spritesName, 0x4000);
}
void EventsManager::setCursor(CursorType cursorId) {
_cursorId = cursorId;
changeCursor();
}
void EventsManager::setCursor2(CursorType cursorId) {
_cursorId = cursorId;
_newCursorId = cursorId;
changeCursor();
}
void EventsManager::showCursor() {
CursorMan.showMouse(true);
}
void EventsManager::hideCursor() {
CursorMan.showMouse(false);
}
void EventsManager::changeCursor() {
}
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:
// Check for debugger
if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
// Attach to the debugger
_vm->_debugger->attach();
_vm->_debugger->onFrame();
} else {
_keyPressed = true;
}
return;
case Common::EVENT_KEYUP:
_keyPressed = false;
return;
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_RBUTTONDOWN:
_mouseClicked = true;
return;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
_mouseClicked = false;
return;
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
break;
default:
break;
}
}
}
void EventsManager::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_gameCounter;
_priorFrameTime = milli;
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->updateScreen();
// Signal the ScummVM debugger
_vm->_debugger->onFrame();
}
}
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();
}
}
} // End of namespace MADS