mirror of
https://github.com/libretro/scummvm.git
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151 lines
3.7 KiB
C++
151 lines
3.7 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 "common/events.h"
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#include "common/system.h"
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#include "engines/util.h"
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#include "titanic/events.h"
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#include "titanic/titanic.h"
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#include "titanic/main_game_window.h"
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namespace Titanic {
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Events::Events(TitanicEngine *vm): _vm(vm), _frameCounter(1),
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_priorFrameTime(0) {
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}
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void Events::pollEvents() {
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checkForNextFrameCounter();
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Common::Event event;
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if (!g_system->getEventManager()->pollEvent(event))
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return;
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switch (event.type) {
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case Common::EVENT_MOUSEMOVE:
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_mousePos = event.mouse;
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eventTarget()->mouseMove(_mousePos);
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break;
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case Common::EVENT_LBUTTONDOWN:
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_mousePos = event.mouse;
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eventTarget()->leftButtonDown(_mousePos);
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break;
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case Common::EVENT_LBUTTONUP:
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_mousePos = event.mouse;
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eventTarget()->leftButtonUp(_mousePos);
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break;
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case Common::EVENT_MBUTTONDOWN:
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_mousePos = event.mouse;
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eventTarget()->middleButtonDown(_mousePos);
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break;
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case Common::EVENT_MBUTTONUP:
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_mousePos = event.mouse;
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eventTarget()->middleButtonUp(_mousePos);
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break;
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case Common::EVENT_RBUTTONDOWN:
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_mousePos = event.mouse;
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eventTarget()->rightButtonDown(_mousePos);
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break;
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case Common::EVENT_RBUTTONUP:
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_mousePos = event.mouse;
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eventTarget()->rightButtonUp(_mousePos);
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break;
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case Common::EVENT_KEYDOWN:
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eventTarget()->keyDown(event.kbd);
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break;
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case Common::EVENT_KEYUP:
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eventTarget()->keyUp(event.kbd);
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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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void Events::pollEventsAndWait() {
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pollEvents();
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g_system->delayMillis(10);
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// Regularly update the sound mixer
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CGameManager *gameManager = g_vm->_window->_gameManager;
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if (gameManager)
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gameManager->_sound.updateMixer();
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}
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bool Events::checkForNextFrameCounter() {
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// Check for next game frame
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uint32 milli = g_system->getMillis();
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if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
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++_frameCounter;
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_priorFrameTime = milli;
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// Handle any idle updates
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eventTarget()->onIdle();
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// Give time to the debugger
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_vm->_debugger->onFrame();
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// Display the frame
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_vm->_screen->update();
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return true;
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}
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return false;
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}
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uint32 Events::getTicksCount() const {
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return g_system->getMillis();
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}
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void Events::sleep(uint time) {
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uint32 delayEnd = g_system->getMillis() + time;
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while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd)
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pollEventsAndWait();
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}
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bool Events::waitForPress(uint expiry) {
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uint32 delayEnd = g_system->getMillis() + expiry;
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while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) {
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g_system->delayMillis(10);
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checkForNextFrameCounter();
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Common::Event event;
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if (g_system->getEventManager()->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_MBUTTONDOWN:
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case Common::EVENT_KEYDOWN:
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return true;
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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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return false;
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}
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} // End of namespace Titanic
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