mirror of
https://github.com/libretro/scummvm.git
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146 lines
3.5 KiB
C++
146 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "graphics/cursorman.h"
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#include "common/events.h"
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#include "engines/util.h"
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#include "mads/mads.h"
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#include "mads/events.h"
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#define GAME_FRAME_RATE 50
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#define GAME_FRAME_TIME (1000 / GAME_FRAME_RATE)
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namespace MADS {
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EventsManager::EventsManager(MADSEngine *vm) {
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_vm = vm;
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_cursorSprites = nullptr;
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_gameCounter = 0;
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_priorFrameTime = 0;
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_keyPressed = false;
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_mouseClicked = false;
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}
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EventsManager::~EventsManager() {
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delete _cursorSprites;
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}
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void EventsManager::loadCursors(const Common::String &spritesName) {
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_cursorSprites = new SpriteAsset(_vm, spritesName, 0x4000);
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}
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void EventsManager::setCursor(CursorType cursorId) {
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_cursorId = cursorId;
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changeCursor();
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}
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void EventsManager::setCursor2(CursorType cursorId) {
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_cursorId = cursorId;
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_newCursorId = cursorId;
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changeCursor();
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}
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void EventsManager::showCursor() {
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CursorMan.showMouse(true);
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}
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void EventsManager::hideCursor() {
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CursorMan.showMouse(false);
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}
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void EventsManager::changeCursor() {
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}
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void EventsManager::pollEvents() {
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checkForNextFrameCounter();
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Common::Event event;
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while (g_system->getEventManager()->pollEvent(event)) {
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// Handle keypress
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switch (event.type) {
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case Common::EVENT_QUIT:
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case Common::EVENT_RTL:
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return;
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case Common::EVENT_KEYDOWN:
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// Check for debugger
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if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
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// Attach to the debugger
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_vm->_debugger->attach();
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_vm->_debugger->onFrame();
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} else {
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_keyPressed = true;
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}
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return;
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case Common::EVENT_KEYUP:
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_keyPressed = false;
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return;
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_RBUTTONDOWN:
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_mouseClicked = true;
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return;
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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_mouseClicked = false;
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return;
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case Common::EVENT_MOUSEMOVE:
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_mousePos = event.mouse;
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break;
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default:
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break;
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}
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}
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}
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void EventsManager::checkForNextFrameCounter() {
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// Check for next game frame
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uint32 milli = g_system->getMillis();
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if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
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++_gameCounter;
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_priorFrameTime = milli;
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// Give time to the debugger
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_vm->_debugger->onFrame();
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// Display the frame
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_vm->_screen->updateScreen();
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// Signal the ScummVM debugger
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_vm->_debugger->onFrame();
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}
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}
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void EventsManager::delay(int cycles) {
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uint32 totalMilli = cycles * 1000 / GAME_FRAME_RATE;
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uint32 delayEnd = g_system->getMillis() + totalMilli;
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while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) {
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g_system->delayMillis(10);
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pollEvents();
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}
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}
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} // End of namespace MADS
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