scummvm/engines/sci/event.cpp
Filippos Karapetis 9096848e4b SCI: Throttle the invocations of Engine::shouldQuit()
SCI constantly invoked Engine::shouldQuit(), which in
turn called 2 virtual functions. This added a significant
overhead, as this was called constantly without any
throttling whatsoever. Now, the invocation of shouldQuit()
is throttled to be on each frame update (i.e. at a rate of
60fps). Thanks to wjp for profiling this.

svn-id: r52431
2010-08-29 00:39:33 +00:00

453 lines
13 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.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "common/events.h"
#include "common/file.h"
#include "sci/sci.h"
#include "sci/event.h"
#include "sci/console.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
namespace Sci {
EventManager::EventManager(bool fontIsExtended) : _fontIsExtended(fontIsExtended), _modifierStates(0) {
if (getSciVersion() >= SCI_VERSION_1_MIDDLE) {
_usesNewKeyboardDirectionType = true;
} else if (getSciVersion() <= SCI_VERSION_01) {
_usesNewKeyboardDirectionType = false;
} else {
// they changed this somewhere inbetween SCI1EGA/EARLY
_usesNewKeyboardDirectionType = false;
// We are looking if script 933 exists, that one has the PseudoMouse class in it that handles it
// The good thing is that PseudoMouse seems to only exists in games that use the new method
if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 933)))
_usesNewKeyboardDirectionType = true;
// Checking the keyboard driver size in here would also be a valid method, but the driver is only available
// in PC versions of the game
}
}
EventManager::~EventManager() {
}
bool EventManager::getUsesNewKeyboardDirectionType() {
return _usesNewKeyboardDirectionType;
}
struct ScancodeRow {
int offset;
const char *keys;
};
static const ScancodeRow s_scancodeRows[] = {
{0x10, "QWERTYUIOP[]"},
{0x1e, "ASDFGHJKL;'\\"},
{0x2c, "ZXCVBNM,./"}
};
static int altify(int ch) {
// Calculates a PC keyboard scancode from a character */
int row;
int c = toupper((char)ch);
for (row = 0; row < ARRAYSIZE(s_scancodeRows); row++) {
const char *keys = s_scancodeRows[row].keys;
int offset = s_scancodeRows[row].offset;
while (*keys) {
if (*keys == c)
return offset << 8;
offset++;
keys++;
}
}
return ch;
}
/*
static int numlockify(int c) {
switch (c) {
case SCI_KEY_DELETE:
return '.';
case SCI_KEY_INSERT:
return '0';
case SCI_KEY_END:
return '1';
case SCI_KEY_DOWN:
return '2';
case SCI_KEY_PGDOWN:
return '3';
case SCI_KEY_LEFT:
return '4';
case SCI_KEY_CENTER:
return '5';
case SCI_KEY_RIGHT:
return '6';
case SCI_KEY_HOME:
return '7';
case SCI_KEY_UP:
return '8';
case SCI_KEY_PGUP:
return '9';
default:
return c; // Unchanged
}
}
*/
static const byte codepagemap_88591toDOS[0x80] = {
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x8x
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x9x
'?', 0xad, 0x9b, 0x9c, '?', 0x9d, '?', 0x9e, '?', '?', 0xa6, 0xae, 0xaa, '?', '?', '?', // 0xAx
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', 0xa7, 0xaf, 0xac, 0xab, '?', 0xa8, // 0xBx
'?', '?', '?', '?', 0x8e, 0x8f, 0x92, 0x80, '?', 0x90, '?', '?', '?', '?', '?', '?', // 0xCx
'?', 0xa5, '?', '?', '?', '?', 0x99, '?', '?', '?', '?', '?', 0x9a, '?', '?', 0xe1, // 0xDx
0x85, 0xa0, 0x83, '?', 0x84, 0x86, 0x91, 0x87, 0x8a, 0x82, 0x88, 0x89, 0x8d, 0xa1, 0x8c, 0x8b, // 0xEx
'?', 0xa4, 0x95, 0xa2, 0x93, '?', 0x94, '?', '?', 0x97, 0xa3, 0x96, 0x81, '?', '?', 0x98 // 0xFx
};
SciEvent EventManager::getScummVMEvent() {
SciEvent input = { SCI_EVENT_NONE, 0, 0, 0 };
Common::EventManager *em = g_system->getEventManager();
Common::Event ev;
bool found = em->pollEvent(ev);
Common::Point p = ev.mouse;
// Don't generate events for mouse movement
while (found && ev.type == Common::EVENT_MOUSEMOVE) {
found = em->pollEvent(ev);
}
if (found && ev.type != Common::EVENT_MOUSEMOVE) {
int modifiers = em->getModifierState();
// We add the modifier key status to buckybits
//TODO: SCI_EVM_INSERT
input.modifiers =
((modifiers & Common::KBD_ALT) ? SCI_KEYMOD_ALT : 0) |
((modifiers & Common::KBD_CTRL) ? SCI_KEYMOD_CTRL : 0) |
((modifiers & Common::KBD_SHIFT) ? SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT : 0) |
((ev.kbd.flags & Common::KBD_NUM) ? SCI_KEYMOD_NUMLOCK : 0) |
((ev.kbd.flags & Common::KBD_CAPS) ? SCI_KEYMOD_CAPSLOCK : 0) |
((ev.kbd.flags & Common::KBD_SCRL) ? SCI_KEYMOD_SCRLOCK : 0) |
_modifierStates;
switch (ev.type) {
// Keyboard events
case Common::EVENT_KEYDOWN:
input.data = ev.kbd.keycode;
input.character = ev.kbd.ascii;
// Debug console
if (ev.kbd.hasFlags(Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d) {
// Open debug console
Console *con = g_sci->getSciDebugger();
con->attach();
// Clear keyboard event
input.type = SCI_EVENT_NONE;
input.character = 0;
input.data = 0;
input.modifiers = 0;
return input;
}
if (!(input.data & 0xFF00)) {
// Directly accept most common keys without conversion
input.type = SCI_EVENT_KEYBOARD;
if ((input.character >= 0x80) && (input.character <= 0xFF)) {
// If there is no extended font, we will just clear the current event
// Sierra SCI actually accepted those characters, but didn't display them inside textedit-controls
// because the characters were missing inside the font(s)
// We filter them out for non-multilingual games because of that
if (!_fontIsExtended) {
input.type = SCI_EVENT_NONE;
input.character = 0;
input.data = 0;
input.modifiers = 0;
return input;
}
// we get 8859-1 character, we need dos (cp850/437) character for multilingual sci01 games
// TODO: check, if we get 8859-1 on all platforms
// Currently checked: Windows XP (works), Wii w/ USB keyboard (works), Mac OS X (works)
// Ubuntu (works)
input.character = codepagemap_88591toDOS[input.character & 0x7f];
}
if (input.data == Common::KEYCODE_TAB) {
// Tab
input.type = SCI_EVENT_KEYBOARD;
input.data = SCI_KEY_TAB;
if (input.modifiers & (SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT))
input.character = SCI_KEY_SHIFT_TAB;
else
input.character = SCI_KEY_TAB;
}
if (input.data == Common::KEYCODE_DELETE) {
// Delete key
input.type = SCI_EVENT_KEYBOARD;
input.data = input.character = SCI_KEY_DELETE;
}
} else if ((input.data >= Common::KEYCODE_F1) && input.data <= Common::KEYCODE_F10) {
// F1-F10
input.type = SCI_EVENT_KEYBOARD;
// SCI_K_F1 == 59 << 8
// SCI_K_SHIFT_F1 == 84 << 8
input.data = SCI_KEY_F1 + ((input.data - Common::KEYCODE_F1)<<8);
if (input.modifiers & (SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT))
input.character = input.data + 0x1900;
else
input.character = input.data;
} else {
// Special keys that need conversion
input.type = SCI_EVENT_KEYBOARD;
switch (ev.kbd.keycode) {
case Common::KEYCODE_UP:
input.data = SCI_KEY_UP;
break;
case Common::KEYCODE_DOWN:
input.data = SCI_KEY_DOWN;
break;
case Common::KEYCODE_RIGHT:
input.data = SCI_KEY_RIGHT;
break;
case Common::KEYCODE_LEFT:
input.data = SCI_KEY_LEFT;
break;
case Common::KEYCODE_INSERT:
input.data = SCI_KEY_INSERT;
break;
case Common::KEYCODE_HOME:
input.data = SCI_KEY_HOME;
break;
case Common::KEYCODE_END:
input.data = SCI_KEY_END;
break;
case Common::KEYCODE_PAGEUP:
input.data = SCI_KEY_PGUP;
break;
case Common::KEYCODE_PAGEDOWN:
input.data = SCI_KEY_PGDOWN;
break;
case Common::KEYCODE_DELETE:
input.data = SCI_KEY_DELETE;
break;
// Keypad keys
case Common::KEYCODE_KP8: // up
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_UP;
break;
case Common::KEYCODE_KP2: // down
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_DOWN;
break;
case Common::KEYCODE_KP6: // right
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_RIGHT;
break;
case Common::KEYCODE_KP4: // left
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_LEFT;
break;
case Common::KEYCODE_KP5: // center
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_CENTER;
break;
case Common::KEYCODE_KP7: // home
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_HOME;
break;
case Common::KEYCODE_KP9: // pageup
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_PGUP;
break;
case Common::KEYCODE_KP1: // end
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_END;
break;
case Common::KEYCODE_KP3: // pagedown
if (!(_modifierStates & SCI_KEYMOD_NUMLOCK))
input.data = SCI_KEY_PGDOWN;
break;
default:
input.type = SCI_EVENT_NONE;
break;
}
input.character = input.data;
}
break;
// Mouse events
case Common::EVENT_LBUTTONDOWN:
input.type = SCI_EVENT_MOUSE_PRESS;
input.data = 1;
break;
case Common::EVENT_RBUTTONDOWN:
input.type = SCI_EVENT_MOUSE_PRESS;
input.data = 2;
break;
case Common::EVENT_MBUTTONDOWN:
input.type = SCI_EVENT_MOUSE_PRESS;
input.data = 3;
break;
case Common::EVENT_LBUTTONUP:
input.type = SCI_EVENT_MOUSE_RELEASE;
input.data = 1;
break;
case Common::EVENT_RBUTTONUP:
input.type = SCI_EVENT_MOUSE_RELEASE;
input.data = 2;
break;
case Common::EVENT_MBUTTONUP:
input.type = SCI_EVENT_MOUSE_RELEASE;
input.data = 3;
break;
// Misc events
case Common::EVENT_QUIT:
input.type = SCI_EVENT_QUIT;
break;
default:
break;
}
}
return input;
}
void EventManager::updateScreen() {
// Update the screen here, since it's called very often.
// Throttle the screen update rate to 60fps.
EngineState *s = g_sci->getEngineState();
if (g_system->getMillis() - s->_screenUpdateTime >= 1000 / 60) {
g_system->updateScreen();
s->_screenUpdateTime = g_system->getMillis();
// Throttle the checking of shouldQuit() to 60fps as well, since
// Engine::shouldQuit() invokes 2 virtual functions
// (EventManager::shouldQuit() and EventManager::shouldRTL()),
// which is very expensive to invoke constantly without any
// throttling at all.
if (g_engine->shouldQuit())
s->abortScriptProcessing = kAbortQuitGame;
}
}
SciEvent EventManager::getSciEvent(unsigned int mask) {
//sci_event_t error_event = { SCI_EVT_ERROR, 0, 0, 0 };
SciEvent event = { 0, 0, 0, 0 };
EventManager::updateScreen();
// Get all queued events from graphics driver
do {
event = getScummVMEvent();
if (event.type != SCI_EVENT_NONE)
_events.push_back(event);
} while (event.type != SCI_EVENT_NONE);
// Search for matching event in queue
Common::List<SciEvent>::iterator iter = _events.begin();
while (iter != _events.end() && !((*iter).type & mask))
++iter;
if (iter != _events.end()) {
// Event found
event = *iter;
// If not peeking at the queue, remove the event
if (!(mask & SCI_EVENT_PEEK)) {
_events.erase(iter);
}
} else {
// No event found: we must return a SCI_EVT_NONE event.
// Because event.type is SCI_EVT_NONE already here,
// there is no need to change it.
}
if (event.type == SCI_EVENT_KEYBOARD) {
// Do we still have to translate the key?
// When Ctrl AND Alt are pressed together with a regular key, Linux will give us control-key, Windows will give
// us the actual key. My opinion is that windows is right, because under DOS the keys worked the same, anyway
// we support the other case as well
if (event.modifiers & SCI_KEYMOD_ALT) {
if (event.character < 27)
event.character += 96; // 0x01 -> 'a'
}
if (getSciVersion() <= SCI_VERSION_1_MIDDLE) {
// TODO: find out if altify is also not needed for sci1late+, couldnt find any game that uses those keys
// Scancodify if appropriate
if (event.modifiers & SCI_KEYMOD_ALT) {
event.character = altify(event.character);
} else if (event.modifiers & SCI_KEYMOD_CTRL) {
if (event.character < 27)
event.character += 96; // 0x01 -> 'a'
}
}
// Numlockify if appropriate
//if (event.modifiers & SCI_KEYMOD_NUMLOCK)
// event.data = numlockify(event.data);
// TODO: dont know yet if this can get dumped as well
}
return event;
}
void SciEngine::sleep(uint32 msecs) {
uint32 time;
const uint32 wakeup_time = g_system->getMillis() + msecs;
while (true) {
// let backend process events and update the screen
_eventMan->getSciEvent(SCI_EVENT_PEEK);
time = g_system->getMillis();
if (time + 10 < wakeup_time) {
g_system->delayMillis(10);
} else {
if (time < wakeup_time)
g_system->delayMillis(wakeup_time - time);
break;
}
}
}
} // End of namespace Sci