mirror of
https://github.com/libretro/scummvm.git
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203 lines
5.3 KiB
C++
203 lines
5.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "titanic/events.h"
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#include "titanic/debugger.h"
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#include "titanic/game_manager.h"
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#include "titanic/main_game_window.h"
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#include "titanic/star_control/star_control.h"
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#include "titanic/titanic.h"
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#include "common/events.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "engines/util.h"
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#include "graphics/screen.h"
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namespace Titanic {
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Events::Events(TitanicEngine *vm): _vm(vm), _frameCounter(1),
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_totalFrames(0), _priorFrameTime(0), _specialButtons(0) {
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}
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#define MOVE_CHECK if (moved) eventTarget()->mouseMove(_mousePos)
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void Events::pollEvents() {
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checkForNextFrameCounter();
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bool moved = false;
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Common::Event event;
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while (!_vm->shouldQuit() && g_system->getEventManager()->pollEvent(event)) {
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if (event.type != Common::EVENT_MOUSEMOVE) {
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MOVE_CHECK;
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}
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switch (event.type) {
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case Common::EVENT_MOUSEMOVE:
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_mousePos = event.mouse;
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moved = true;
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break;
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case Common::EVENT_LBUTTONDOWN:
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_specialButtons |= MK_LBUTTON;
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_mousePos = event.mouse;
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eventTarget()->leftButtonDown(_mousePos);
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return;
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case Common::EVENT_LBUTTONUP:
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_specialButtons &= ~MK_LBUTTON;
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_mousePos = event.mouse;
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eventTarget()->leftButtonUp(_mousePos);
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return;
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case Common::EVENT_MBUTTONDOWN:
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_specialButtons |= MK_MBUTTON;
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_mousePos = event.mouse;
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eventTarget()->middleButtonDown(_mousePos);
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return;
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case Common::EVENT_MBUTTONUP:
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_specialButtons &= ~MK_MBUTTON;
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_mousePos = event.mouse;
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eventTarget()->middleButtonUp(_mousePos);
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return;
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case Common::EVENT_RBUTTONDOWN:
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_specialButtons |= MK_LBUTTON | MK_SHIFT;
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_mousePos = event.mouse;
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eventTarget()->leftButtonDown(_mousePos);
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return;
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case Common::EVENT_RBUTTONUP:
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_specialButtons &= ~(MK_RBUTTON | MK_SHIFT);
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_mousePos = event.mouse;
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eventTarget()->leftButtonUp(_mousePos);
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return;
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case Common::EVENT_WHEELUP:
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case Common::EVENT_WHEELDOWN:
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_mousePos = event.mouse;
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eventTarget()->mouseWheel(_mousePos, event.type == Common::EVENT_WHEELUP);
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return;
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case Common::EVENT_KEYDOWN:
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handleKbdSpecial(event.kbd);
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eventTarget()->keyDown(event.kbd);
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return;
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case Common::EVENT_KEYUP:
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handleKbdSpecial(event.kbd);
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eventTarget()->keyUp(event.kbd);
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return;
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default:
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break;
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}
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}
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MOVE_CHECK;
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}
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#undef MOVE_CHECK
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void Events::pollEventsAndWait() {
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pollEvents();
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g_system->delayMillis(10);
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CGameManager *gameManager = g_vm->_window->_gameManager;
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if (gameManager) {
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// Regularly update the sound mixer
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gameManager->_sound.updateMixer();
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// WORKAROUND: If in the Star Control view, update the camera
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// frequently, to accomodate that the original had a higher
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// draw rate than the ScummVM implementation does
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CViewItem *view = gameManager->getView();
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if (view->getFullViewName() == "Bridge.Node 4.N") {
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CStarControl *starControl = dynamic_cast<CStarControl *>(
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view->findChildInstanceOf(CStarControl::_type));
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if (starControl && starControl->_visible)
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starControl->updateCamera();
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}
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}
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}
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bool Events::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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++_frameCounter;
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++_totalFrames;
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_priorFrameTime = milli;
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// Handle any idle updates
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eventTarget()->onIdle();
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// Display the frame
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_vm->_screen->update();
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return true;
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}
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return false;
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}
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uint32 Events::getTicksCount() const {
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return _frameCounter * GAME_FRAME_TIME;
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}
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uint32 Events::getTotalPlayTicks() const {
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return _totalFrames;
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}
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void Events::setTotalPlayTicks(uint frames) {
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_totalFrames = frames;
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}
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void Events::sleep(uint time) {
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uint32 delayEnd = g_system->getMillis() + time;
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while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd)
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pollEventsAndWait();
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}
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bool Events::waitForPress(uint expiry) {
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uint32 delayEnd = g_system->getMillis() + expiry;
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CPressTarget pressTarget;
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addTarget(&pressTarget);
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while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd && !pressTarget._pressed) {
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pollEventsAndWait();
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}
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removeTarget();
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return pressTarget._pressed;
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}
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void Events::setMousePos(const Common::Point &pt) {
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g_system->warpMouse(pt.x, pt.y);
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_mousePos = pt;
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eventTarget()->mouseMove(_mousePos);
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}
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void Events::handleKbdSpecial(Common::KeyState keyState) {
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if (keyState.flags & Common::KBD_CTRL)
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_specialButtons |= MK_CONTROL;
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else
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_specialButtons &= ~MK_CONTROL;
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if (keyState.flags & Common::KBD_SHIFT)
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_specialButtons |= MK_SHIFT;
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else
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_specialButtons &= ~MK_SHIFT;
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}
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} // End of namespace Titanic
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