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