scummvm/engines/titanic/events.cpp

162 lines
4.0 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 "common/events.h"
#include "common/system.h"
#include "engines/util.h"
#include "titanic/events.h"
#include "titanic/titanic.h"
#include "titanic/main_game_window.h"
namespace Titanic {
Events::Events(TitanicEngine *vm): _vm(vm), _frameCounter(1),
_priorFrameTime(0) {
}
void Events::pollEvents() {
checkForNextFrameCounter();
Common::Event event;
if (!g_system->getEventManager()->pollEvent(event))
return;
switch (event.type) {
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
eventTarget()->mouseMove(_mousePos);
break;
case Common::EVENT_LBUTTONDOWN:
_mousePos = event.mouse;
eventTarget()->leftButtonDown(_mousePos);
break;
case Common::EVENT_LBUTTONUP:
_mousePos = event.mouse;
eventTarget()->leftButtonUp(_mousePos);
break;
case Common::EVENT_MBUTTONDOWN:
_mousePos = event.mouse;
eventTarget()->middleButtonDown(_mousePos);
break;
case Common::EVENT_MBUTTONUP:
_mousePos = event.mouse;
eventTarget()->middleButtonUp(_mousePos);
break;
case Common::EVENT_RBUTTONDOWN:
_mousePos = event.mouse;
eventTarget()->rightButtonDown(_mousePos);
break;
case Common::EVENT_RBUTTONUP:
_mousePos = event.mouse;
eventTarget()->rightButtonUp(_mousePos);
break;
case Common::EVENT_KEYDOWN:
eventTarget()->keyDown(event.kbd);
break;
case Common::EVENT_KEYUP:
eventTarget()->keyUp(event.kbd);
break;
default:
break;
}
}
void Events::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
// Regularly update the sound mixer
CGameManager *gameManager = g_vm->_window->_gameManager;
if (gameManager)
gameManager->_sound.updateMixer();
}
bool Events::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_frameCounter;
_priorFrameTime = milli;
// Handle any idle updates
eventTarget()->onIdle();
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->update();
return true;
}
return false;
}
uint32 Events::getTicksCount() const {
return g_system->getMillis();
}
void Events::sleep(uint time) {
uint32 delayEnd = g_system->getMillis() + time;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd)
pollEventsAndWait();
}
bool Events::waitForPress(uint expiry) {
CGameManager *gameManager = g_vm->_window->_gameManager;
uint32 delayEnd = g_system->getMillis() + expiry;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) {
g_system->delayMillis(10);
checkForNextFrameCounter();
// Regularly update the sound mixer
if (gameManager)
gameManager->_sound.updateMixer();
Common::Event event;
if (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_MBUTTONDOWN:
case Common::EVENT_KEYDOWN:
return true;
default:
break;
}
}
}
return false;
}
void Events::setMousePos(const Common::Point &pt) {
g_system->warpMouse(pt.x, pt.y);
_mousePos = pt;
eventTarget()->mouseMove(_mousePos);
}
} // End of namespace Titanic