scummvm/engines/mm/xeen/events.cpp
Miro Kropacek f85fde7707 ENGINES: ALL: Use new CursorMan API where applicable
This makes code not only cleaner but also friendly to 8-bit surfaces
where pitch != width.
2023-07-19 22:22:11 +02:00

222 lines
5.5 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#include "graphics/cursorman.h"
#include "common/events.h"
#include "common/endian.h"
#include "engines/util.h"
#include "mm/xeen/xeen.h"
#include "mm/xeen/events.h"
#include "mm/xeen/screen.h"
namespace MM {
namespace Xeen {
EventsManager::EventsManager(XeenEngine *vm) : _vm(vm), _playTime(0), _gameCounter(0),
_frameCounter(0), _priorFrameCounterTime(0), _priorScreenRefreshTime(0),
_mousePressed(false), _sprites("mouse.icn") {
Common::fill(&_gameCounters[0], &_gameCounters[6], 0);
}
EventsManager::~EventsManager() {
}
void EventsManager::setCursor(int cursorId) {
XSurface cursor;
_sprites.draw(cursor, cursorId, Common::Point(0, 0), SPRFLAG_RESIZE);
CursorMan.replaceCursor(cursor, 0, 0, 0);
showCursor();
}
void EventsManager::showCursor() {
CursorMan.showMouse(true);
}
void EventsManager::hideCursor() {
CursorMan.showMouse(false);
}
bool EventsManager::isCursorVisible() {
return CursorMan.isVisible();
}
void EventsManager::pollEvents() {
uint32 timer = g_system->getMillis();
if (timer >= (_priorScreenRefreshTime + SCREEN_UPDATE_TIME)) {
// Refresh the screen at a higher frame rate than the game's own frame rate
// to allow for more responsive mouse movement
_priorScreenRefreshTime = timer;
g_vm->_screen->update();
}
if (timer >= (_priorFrameCounterTime + GAME_FRAME_TIME)) {
// Time to build up next game frame
_priorFrameCounterTime = timer;
nextFrame();
}
// Event handling
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RETURN_TO_LAUNCHER:
return;
case Common::EVENT_KEYDOWN:
if (!isModifierKey(event.kbd.keycode))
addEvent(event.kbd);
break;
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
break;
case Common::EVENT_LBUTTONDOWN:
_mousePressed = true;
addEvent(true, false);
return;
case Common::EVENT_RBUTTONDOWN:
_mousePressed = true;
addEvent(false, true);
return;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
_mousePressed = false;
return;
default:
break;
}
}
}
void EventsManager::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
void EventsManager::clearEvents() {
_pendingEvents.clear();
_mousePressed = false;
}
void EventsManager::debounceMouse() {
while (_mousePressed && !_vm->shouldExit()) {
pollEventsAndWait();
}
}
void EventsManager::addEvent(const Common::KeyState &keyState) {
if (_pendingEvents.size() < MAX_PENDING_EVENTS)
_pendingEvents.push(PendingEvent(keyState));
}
void EventsManager::addEvent(bool leftButton, bool rightButton) {
if (_pendingEvents.size() < MAX_PENDING_EVENTS)
_pendingEvents.push(PendingEvent(leftButton, rightButton));
}
bool EventsManager::getEvent(PendingEvent &pe) {
if (_pendingEvents.empty()) {
return false;
} else {
pe = _pendingEvents.pop();
return true;
}
}
bool EventsManager::isKeyMousePressed() {
bool result = isEventPending();
debounceMouse();
clearEvents();
return result;
}
bool EventsManager::wait(uint numFrames, bool interruptable) {
while (!_vm->shouldExit() && timeElapsed() < numFrames) {
pollEventsAndWait();
if (interruptable && isEventPending())
return true;
}
return _vm->shouldExit();
}
void EventsManager::ipause(uint amount) {
updateGameCounter();
do {
_vm->_interface->draw3d(true);
pollEventsAndWait();
} while (!_vm->shouldExit() && timeElapsed() < amount);
}
void EventsManager::ipause5(uint amount) {
do {
pollEventsAndWait();
} while (!_vm->shouldExit() && timeElapsed5() < amount);
}
void EventsManager::waitForPressAnimated() {
clearEvents();
do {
updateGameCounter();
_vm->_interface->draw3d(true);
while (!_vm->shouldExit() && timeElapsed() == 0)
pollEventsAndWait();
} while (!_vm->shouldExit() && !isKeyMousePressed());
clearEvents();
}
void EventsManager::waitForPress() {
clearEvents();
do {
pollEventsAndWait();
} while (!_vm->shouldExit() && !isKeyMousePressed());
clearEvents();
}
void EventsManager::nextFrame() {
++_frameCounter;
++_playTime;
// Update the screen
_vm->_screen->update();
}
bool EventsManager::isModifierKey(const Common::KeyCode &keycode) const {
return keycode == Common::KEYCODE_LCTRL || keycode == Common::KEYCODE_LALT
|| keycode == Common::KEYCODE_RCTRL || keycode == Common::KEYCODE_RALT
|| keycode == Common::KEYCODE_LSHIFT || keycode == Common::KEYCODE_RSHIFT
|| keycode == Common::KEYCODE_LSUPER || keycode == Common::KEYCODE_RSUPER
|| keycode == Common::KEYCODE_CAPSLOCK || keycode == Common::KEYCODE_NUMLOCK
|| keycode == Common::KEYCODE_SCROLLOCK;
}
} // End of namespace Xeen
} // End of namespace MM