scummvm/engines/xeen/events.cpp
2015-01-05 08:11:16 -05:00

185 lines
4.2 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 "graphics/cursorman.h"
#include "common/events.h"
#include "common/endian.h"
#include "engines/util.h"
#include "xeen/xeen.h"
#include "xeen/events.h"
#include "xeen/screen.h"
namespace Xeen {
/**
* Constructor
*/
EventsManager::EventsManager(XeenEngine *vm) : _vm(vm),
_frameCounter(0), _priorFrameCounterTime(0), _gameCounter(0),
_priorGameCounterTime(0), _keyCode(Common::KEYCODE_INVALID),
_leftButton(false), _rightButton(false),
_sprites("mouse.icn") {
Common::fill(&_gameCounters[0], &_gameCounters[6], 0);
}
/**
* Destructor
*/
EventsManager::~EventsManager() {
}
/*
* Set the cursor
*/
void EventsManager::setCursor(int cursorId) {
XSurface cursor;
_sprites.draw(cursor, cursorId);
CursorMan.replaceCursor(cursor.getPixels(), cursor.w, cursor.h, 0, 0, 0);
showCursor();
}
/**
* Show the mouse cursor
*/
void EventsManager::showCursor() {
CursorMan.showMouse(true);
}
/**
* Hide the mouse cursor
*/
void EventsManager::hideCursor() {
CursorMan.showMouse(false);
}
/**
* Returns if the mouse cursor is visible
*/
bool EventsManager::isCursorVisible() {
return CursorMan.isVisible();
}
void EventsManager::pollEvents() {
uint32 timer = g_system->getMillis();
if (timer >= (_priorFrameCounterTime + GAME_FRAME_TIME)) {
_priorFrameCounterTime = timer;
nextFrame();
}
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
return;
case Common::EVENT_KEYDOWN:
_keyCode = event.kbd.keycode;
break;
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
break;
case Common::EVENT_LBUTTONDOWN:
_leftButton = true;
return;
case Common::EVENT_LBUTTONUP:
_leftButton = false;
return;
case Common::EVENT_RBUTTONDOWN:
_rightButton = true;
return;
case Common::EVENT_RBUTTONUP:
_rightButton = false;
break;
default:
break;
}
}
}
void EventsManager::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
void EventsManager::clearEvents() {
_keyCode = Common::KEYCODE_INVALID;
_leftButton = _rightButton = false;
}
void EventsManager::debounceMouse() {
while (_leftButton && !_vm->shouldQuit()) {
pollEventsAndWait();
}
}
bool EventsManager::getKey(Common::KeyState &key) {
if (_keyCode == Common::KEYCODE_INVALID) {
return false;
} else {
key = _keyCode;
_keyCode = Common::KEYCODE_INVALID;
return true;
}
}
bool EventsManager::isKeyPending() const {
return _keyCode != Common::KEYCODE_INVALID;
}
/**
* Returns true if a key or mouse press is pending
*/
bool EventsManager::isKeyMousePressed() {
bool result = _leftButton || _rightButton || isKeyPending();
debounceMouse();
clearEvents();
return result;
}
bool EventsManager::wait(uint numFrames, bool interruptable) {
while (!_vm->shouldQuit() && timeElapsed() < numFrames) {
pollEventsAndWait();
if (interruptable && (_leftButton || _rightButton || isKeyPending()))
return true;
}
return false;
}
/**
* Handles moving to the next game frame
*/
void EventsManager::nextFrame() {
++_frameCounter;
_vm->_screen->update();
}
/*------------------------------------------------------------------------*/
GameEvent::GameEvent() {
}
} // End of namespace Xeen