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https://github.com/libretro/scummvm.git
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465 lines
10 KiB
C++
465 lines
10 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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*
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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, 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 <FAppApplication.h>
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#include "common/translation.h"
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#include "base/main.h"
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#include "backends/platform/bada/form.h"
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#include "backends/platform/bada/system.h"
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using namespace Osp::Base::Runtime;
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using namespace Osp::Ui;
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using namespace Osp::Ui::Controls;
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// number of volume levels
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#define LEVEL_RANGE 5
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// round down small Y touch values to 1 to allow the
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// cursor to be positioned at the top of the screen
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#define MIN_TOUCH_Y 10
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// block for up to 2.5 seconds during shutdown to
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// allow the game thread to exit gracefully.
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#define EXIT_SLEEP_STEP 10
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#define EXIT_SLEEP 250
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//
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// BadaAppForm
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//
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BadaAppForm::BadaAppForm() :
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_gameThread(0),
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_state(kInitState),
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_buttonState(kLeftButton),
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_shortcut(kSetVolume) {
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_eventQueueLock = new Mutex();
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_eventQueueLock->Create();
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}
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result BadaAppForm::Construct() {
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result r = Form::Construct(Controls::FORM_STYLE_NORMAL);
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if (IsFailed(r)) {
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return r;
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}
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BadaSystem *badaSystem = NULL;
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_gameThread = NULL;
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badaSystem = new BadaSystem(this);
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r = badaSystem != NULL ? E_SUCCESS : E_OUT_OF_MEMORY;
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if (!IsFailed(r)) {
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r = badaSystem->Construct();
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}
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if (!IsFailed(r)) {
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_gameThread = new Thread();
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r = _gameThread != NULL ? E_SUCCESS : E_OUT_OF_MEMORY;
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}
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if (!IsFailed(r)) {
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r = _gameThread->Construct(*this);
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}
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if (IsFailed(r)) {
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if (badaSystem != NULL) {
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delete badaSystem;
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}
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if (_gameThread != NULL) {
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delete _gameThread;
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_gameThread = NULL;
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}
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} else {
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g_system = badaSystem;
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}
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return r;
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}
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BadaAppForm::~BadaAppForm() {
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logEntered();
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if (_gameThread && _state != kErrorState) {
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terminate();
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_gameThread->Stop();
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if (_state != kErrorState) {
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_gameThread->Join();
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}
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delete _gameThread;
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_gameThread = NULL;
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}
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if (_eventQueueLock) {
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delete _eventQueueLock;
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_eventQueueLock = NULL;
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}
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logLeaving();
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}
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//
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// abort the game thread
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//
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void BadaAppForm::terminate() {
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if (_state == kActiveState) {
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((BadaSystem *)g_system)->setMute(true);
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_eventQueueLock->Acquire();
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Common::Event e;
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e.type = Common::EVENT_QUIT;
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_eventQueue.push(e);
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_state = kClosingState;
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_eventQueueLock->Release();
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// block while thread ends
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AppLog("waiting for shutdown");
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for (int i = 0; i < EXIT_SLEEP_STEP && _state == kClosingState; i++) {
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Thread::Sleep(EXIT_SLEEP);
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}
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if (_state == kClosingState) {
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// failed to terminate - Join() will freeze
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_state = kErrorState;
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}
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}
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}
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void BadaAppForm::exitSystem() {
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_state = kErrorState;
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if (_gameThread) {
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_gameThread->Stop();
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delete _gameThread;
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_gameThread = NULL;
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}
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}
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result BadaAppForm::OnInitializing(void) {
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logEntered();
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SetOrientation(ORIENTATION_LANDSCAPE);
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AddOrientationEventListener(*this);
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AddTouchEventListener(*this);
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AddKeyEventListener(*this);
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// set focus to enable receiving key events
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SetFocusable(true);
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SetFocus();
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return E_SUCCESS;
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}
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result BadaAppForm::OnDraw(void) {
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logEntered();
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if (g_system) {
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BadaSystem *system = (BadaSystem *)g_system;
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BadaGraphicsManager *graphics = system->getGraphics();
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if (graphics && graphics->isReady()) {
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g_system->updateScreen();
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}
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}
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return E_SUCCESS;
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}
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bool BadaAppForm::pollEvent(Common::Event &event) {
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bool result = false;
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_eventQueueLock->Acquire();
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if (!_eventQueue.empty()) {
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event = _eventQueue.pop();
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result = true;
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}
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_eventQueueLock->Release();
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return result;
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}
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void BadaAppForm::pushEvent(Common::EventType type, const Point ¤tPosition) {
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BadaSystem *system = (BadaSystem *)g_system;
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BadaGraphicsManager *graphics = system->getGraphics();
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if (graphics) {
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// graphics could be NULL at startup or when
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// displaying the system error screen
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Common::Event e;
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e.type = type;
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e.mouse.x = currentPosition.x;
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e.mouse.y = currentPosition.y > MIN_TOUCH_Y ? currentPosition.y : 1;
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bool moved = graphics->moveMouse(e.mouse.x, e.mouse.y);
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_eventQueueLock->Acquire();
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if (moved && type != Common::EVENT_MOUSEMOVE) {
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Common::Event moveEvent;
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moveEvent.type = Common::EVENT_MOUSEMOVE;
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moveEvent.mouse = e.mouse;
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_eventQueue.push(moveEvent);
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}
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_eventQueue.push(e);
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_eventQueueLock->Release();
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}
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}
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void BadaAppForm::pushKey(Common::KeyCode keycode) {
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Common::Event e;
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e.synthetic = false;
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e.kbd.keycode = keycode;
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e.kbd.ascii = keycode;
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e.kbd.flags = 0;
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_eventQueueLock->Acquire();
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e.type = Common::EVENT_KEYDOWN;
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_eventQueue.push(e);
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e.type = Common::EVENT_KEYUP;
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_eventQueue.push(e);
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_eventQueueLock->Release();
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}
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void BadaAppForm::OnOrientationChanged(const Control &source,
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OrientationStatus orientationStatus) {
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logEntered();
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if (_state == kInitState) {
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_state = kActiveState;
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_gameThread->Start();
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}
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}
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Object *BadaAppForm::Run(void) {
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scummvm_main(0, 0);
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if (_state == kActiveState) {
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Application::GetInstance()->SendUserEvent(USER_MESSAGE_EXIT, NULL);
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}
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_state = kDoneState;
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return NULL;
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}
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void BadaAppForm::setButtonShortcut() {
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switch (_buttonState) {
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case kLeftButton:
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g_system->displayMessageOnOSD(_("Right Click Once"));
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_buttonState = kRightButtonOnce;
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break;
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case kRightButtonOnce:
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g_system->displayMessageOnOSD(_("Right Click"));
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_buttonState = kRightButton;
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break;
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case kRightButton:
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g_system->displayMessageOnOSD(_("Move Only"));
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_buttonState = kMoveOnly;
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break;
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case kMoveOnly:
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g_system->displayMessageOnOSD(_("Left Click"));
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_buttonState = kLeftButton;
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break;
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}
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}
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void BadaAppForm::setShortcut() {
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// cycle to the next shortcut
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switch (_shortcut) {
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case kControlMouse:
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g_system->displayMessageOnOSD(_("Escape Key"));
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_shortcut = kEscapeKey;
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break;
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case kEscapeKey:
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g_system->displayMessageOnOSD(_("Game Menu"));
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_shortcut = kGameMenu;
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break;
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case kGameMenu:
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g_system->displayMessageOnOSD(_("Show Keypad"));
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_shortcut = kShowKeypad;
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break;
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case kSetVolume:
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// fallthru
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case kShowKeypad:
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g_system->displayMessageOnOSD(_("Control Mouse"));
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_shortcut = kControlMouse;
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break;
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}
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}
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void BadaAppForm::setVolume(bool up, bool minMax) {
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int level = ((BadaSystem *)g_system)->setVolume(up, minMax);
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if (level != -1) {
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char message[32];
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char ind[LEVEL_RANGE]; // 1..5 (0=off)
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int j = LEVEL_RANGE - 1; // 0..4
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for (int i = 1; i <= LEVEL_RANGE; i++) {
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ind[j--] = level >= i ? '|' : ' ';
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}
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snprintf(message, sizeof(message), "Volume: [ %c%c%c%c%c ]",
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ind[0], ind[1], ind[2], ind[3], ind[4]);
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g_system->displayMessageOnOSD(message);
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}
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}
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void BadaAppForm::showKeypad() {
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// display the soft keyboard
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_buttonState = kLeftButton;
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pushKey(Common::KEYCODE_F7);
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}
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void BadaAppForm::OnTouchDoublePressed(const Control &source,
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const Point ¤tPosition,
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const TouchEventInfo &touchInfo) {
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if (_buttonState != kMoveOnly) {
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pushEvent(_buttonState == kLeftButton ? Common::EVENT_LBUTTONDOWN : Common::EVENT_RBUTTONDOWN,
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currentPosition);
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pushEvent(_buttonState == kLeftButton ? Common::EVENT_LBUTTONDOWN : Common::EVENT_RBUTTONDOWN,
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currentPosition);
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}
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}
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void BadaAppForm::OnTouchFocusIn(const Control &source,
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const Point ¤tPosition,
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const TouchEventInfo &touchInfo) {
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}
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void BadaAppForm::OnTouchFocusOut(const Control &source,
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const Point ¤tPosition,
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const TouchEventInfo &touchInfo) {
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}
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void BadaAppForm::OnTouchLongPressed(const Control &source,
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const Point ¤tPosition,
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const TouchEventInfo &touchInfo) {
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if (_buttonState != kLeftButton) {
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pushKey(Common::KEYCODE_RETURN);
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}
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}
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void BadaAppForm::OnTouchMoved(const Control &source,
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const Point ¤tPosition,
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const TouchEventInfo &touchInfo) {
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pushEvent(Common::EVENT_MOUSEMOVE, currentPosition);
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}
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void BadaAppForm::OnTouchPressed(const Control &source,
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const Point ¤tPosition,
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const TouchEventInfo &touchInfo) {
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if (_buttonState != kMoveOnly) {
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pushEvent(_buttonState == kLeftButton ? Common::EVENT_LBUTTONDOWN : Common::EVENT_RBUTTONDOWN,
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currentPosition);
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}
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}
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void BadaAppForm::OnTouchReleased(const Control &source,
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const Point ¤tPosition,
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const TouchEventInfo &touchInfo) {
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if (_buttonState != kMoveOnly) {
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pushEvent(_buttonState == kLeftButton ? Common::EVENT_LBUTTONUP : Common::EVENT_RBUTTONUP,
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currentPosition);
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if (_buttonState == kRightButtonOnce) {
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_buttonState = kLeftButton;
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}
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// flick to skip dialog
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if (touchInfo.IsFlicked()) {
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pushKey(Common::KEYCODE_PERIOD);
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}
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}
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}
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void BadaAppForm::OnKeyLongPressed(const Control &source, KeyCode keyCode) {
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logEntered();
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switch (keyCode) {
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case KEY_SIDE_UP:
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_shortcut = kSetVolume;
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setVolume(true, true);
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return;
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case KEY_SIDE_DOWN:
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_shortcut = kSetVolume;
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setVolume(false, true);
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return;
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case KEY_CAMERA:
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_shortcut = kShowKeypad;
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showKeypad();
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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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void BadaAppForm::OnKeyPressed(const Control &source, KeyCode keyCode) {
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switch (keyCode) {
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case KEY_SIDE_UP:
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if (_shortcut != kSetVolume) {
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_shortcut = kSetVolume;
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} else {
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setVolume(true, false);
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}
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return;
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case KEY_SIDE_DOWN:
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switch (_shortcut) {
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case kControlMouse:
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setButtonShortcut();
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break;
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case kEscapeKey:
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pushKey(Common::KEYCODE_ESCAPE);
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break;
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case kGameMenu:
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_buttonState = kLeftButton;
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pushKey(Common::KEYCODE_F5);
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break;
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case kShowKeypad:
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showKeypad();
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break;
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default:
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setVolume(false, false);
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break;
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}
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break;
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case KEY_CAMERA:
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setShortcut();
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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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void BadaAppForm::OnKeyReleased(const Control &source, KeyCode keyCode) {
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}
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