scummvm/engines/sherlock/events.cpp
2015-05-30 11:42:21 -04:00

250 lines
5.8 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 "common/events.h"
#include "common/system.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "sherlock/sherlock.h"
#include "sherlock/events.h"
namespace Sherlock {
enum ButtonFlag { LEFT_BUTTON = 1, RIGHT_BUTTON = 2 };
Events::Events(SherlockEngine *vm): _vm(vm) {
_cursorImages = nullptr;
_cursorId = INVALID_CURSOR;
_frameCounter = 1;
_priorFrameTime = 0;
_mouseButtons = 0;
_pressed = _released = false;
_rightPressed = _rightReleased = false;
_oldButtons = _oldRightButton = false;
if (_vm->_interactiveFl)
loadCursors("rmouse.vgs");
}
Events::~Events() {
delete _cursorImages;
}
void Events::loadCursors(const Common::String &filename) {
hideCursor();
delete _cursorImages;
_cursorImages = new ImageFile(filename);
_cursorId = INVALID_CURSOR;
}
void Events::setCursor(CursorId cursorId) {
if (cursorId == _cursorId)
return;
_cursorId = cursorId;
// Set the cursor data
Graphics::Surface &s = (*_cursorImages)[cursorId]._frame;
setCursor(s);
}
void Events::setCursor(const Graphics::Surface &src) {
CursorMan.replaceCursor(src.getPixels(), src.w, src.h, 0, 0, 0xff);
showCursor();
}
void Events::animateCursorIfNeeded() {
if (_cursorId >= WAIT && _cursorId < (WAIT + 3)) {
CursorId newId = (WAIT + 2) ? WAIT : (CursorId)((int)_cursorId + 1);
setCursor(newId);
}
}
void Events::showCursor() {
CursorMan.showMouse(true);
}
void Events::hideCursor() {
CursorMan.showMouse(false);
}
CursorId Events::getCursor() const {
return _cursorId;
}
bool Events::isCursorVisible() const {
return CursorMan.isVisible();
}
void Events::moveMouse(const Common::Point &pt) {
g_system->warpMouse(pt.x, pt.y);
}
void Events::pollEvents() {
checkForNextFrameCounter();
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
// Handle keypress
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
return;
case Common::EVENT_KEYDOWN:
// Check for debugger
if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
// Attach to the debugger
_vm->_debugger->attach();
_vm->_debugger->onFrame();
} else {
_pendingKeys.push(event.kbd);
}
return;
case Common::EVENT_KEYUP:
return;
case Common::EVENT_LBUTTONDOWN:
_mouseButtons |= LEFT_BUTTON;
return;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons |= RIGHT_BUTTON;
return;
case Common::EVENT_LBUTTONUP:
_mouseButtons &= ~LEFT_BUTTON;
return;
case Common::EVENT_RBUTTONUP:
_mouseButtons &= ~RIGHT_BUTTON;
return;
default:
break;
}
}
}
void Events::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
bool Events::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_frameCounter;
_priorFrameTime = milli;
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->update();
return true;
}
return false;
}
Common::Point Events::mousePos() const {
return g_system->getEventManager()->getMousePos();
}
Common::KeyState Events::getKey() {
return _pendingKeys.pop();
}
void Events::clearEvents() {
_pendingKeys.clear();
_mouseButtons = 0;
_pressed = _released = false;
_rightPressed = _rightReleased = false;
_oldButtons = _oldRightButton = false;
}
void Events::clearKeyboard() {
_pendingKeys.clear();
}
void Events::wait(int numFrames) {
uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE;
delay(totalMilli);
}
bool Events::delay(uint32 time, bool interruptable) {
// Different handling for really short versus extended times
if (time < 10) {
// For really short periods, simply delay by the desired amount
pollEvents();
g_system->delayMillis(time);
bool result = !(interruptable && (kbHit() || _pressed));
clearEvents();
return result;
} else {
// For long periods go into a loop where we delay by 10ms at a time and then
// check for events. This ensures for longer delays that responsiveness is
// maintained
uint32 delayEnd = g_system->getMillis() + time;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) {
pollEventsAndWait();
if (interruptable && (kbHit() || _pressed)) {
clearEvents();
return false;
}
}
return true;
}
}
void Events::setButtonState() {
_released = _rightReleased = false;
if (_mouseButtons & LEFT_BUTTON)
_pressed = _oldButtons = true;
if ((_mouseButtons & LEFT_BUTTON) == 0 && _oldButtons) {
_pressed = _oldButtons = false;
_released = true;
}
if (_mouseButtons & RIGHT_BUTTON)
_rightPressed = _oldRightButton = true;
if ((_mouseButtons & RIGHT_BUTTON) == 0 && _oldRightButton) {
_rightPressed = _oldRightButton = false;
_rightReleased = true;
}
}
bool Events::checkInput() {
setButtonState();
return kbHit() || _pressed || _released || _rightPressed || _rightReleased;
}
} // End of namespace Sherlock