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https://github.com/libretro/scummvm.git
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7b40f36ef1
I'm still not completely happy with how it's implemented, and the original code is very obtuse when it comes to cursor display; it will likely need further investigation later on so the cursor doesn't appear in cut-scene scenes
234 lines
5.8 KiB
C++
234 lines
5.8 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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* 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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* 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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* $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/events.cpp $
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* $Id: events.cpp 224 2011-02-10 10:58:52Z dreammaster $
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*
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*/
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#include "common/events.h"
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#include "common/singleton.h"
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#include "graphics/cursorman.h"
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#include "common/system.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/staticres.h"
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#include "tsage/tsage.h"
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#include "tsage/globals.h"
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namespace tSage {
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EventsClass::EventsClass() {
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_frameNumber = 0;
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_priorFrameTime = 0;
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_prevDelayFrame = 0;
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_saver->addListener(this);
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}
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bool EventsClass::pollEvent() {
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uint32 milli = g_system->getMillis();
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if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
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_priorFrameTime = milli;
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++_frameNumber;
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g_system->updateScreen();
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}
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if (!g_system->getEventManager()->pollEvent(_event)) return false;
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// Handle keypress
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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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break;
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case Common::EVENT_MOUSEMOVE:
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONDOWN:
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case Common::EVENT_RBUTTONUP:
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// Keep a copy of the current mouse position
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_mousePos = _event.mouse;
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break;
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default:
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break;
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}
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return true;
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}
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void EventsClass::waitForPress(int eventMask) {
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Event evt;
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while (!_vm->getEventManager()->shouldQuit() && !getEvent(evt, eventMask))
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g_system->delayMillis(10);
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}
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/**
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* Standard event retrieval, which only returns keyboard and mouse clicks
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*/
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bool EventsClass::getEvent(Event &evt, int eventMask) {
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while (pollEvent() && !_vm->getEventManager()->shouldQuit()) {
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evt.handled = false;
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evt.eventType = EVENT_NONE;
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evt.mousePos = _event.mouse;
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evt.kbd = _event.kbd;
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switch (_event.type) {
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case Common::EVENT_MOUSEMOVE:
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evt.eventType = EVENT_MOUSE_MOVE;
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break;
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case Common::EVENT_LBUTTONDOWN:
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evt.eventType = EVENT_BUTTON_DOWN;
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evt.btnState = BTNSHIFT_LEFT;
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break;
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case Common::EVENT_RBUTTONDOWN:
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evt.eventType = EVENT_BUTTON_DOWN;
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evt.btnState = BTNSHIFT_RIGHT;
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break;
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case Common::EVENT_MBUTTONDOWN:
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evt.eventType = EVENT_BUTTON_DOWN;
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evt.btnState = BTNSHIFT_MIDDLE;
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break;
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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case Common::EVENT_MBUTTONUP:
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evt.eventType = EVENT_BUTTON_UP;
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evt.btnState = 0;
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break;
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case Common::EVENT_KEYDOWN:
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evt.eventType = EVENT_KEYPRESS;
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evt.kbd = _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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if (evt.eventType & eventMask)
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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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* Sets the specified cursor
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*
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* @cursorType Specified cursor number
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*/
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void EventsClass::setCursor(CursorType cursorType) {
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_globals->clearFlag(122);
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if (cursorType != CURSOR_ARROW)
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_currentCursor = cursorType;
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const byte *cursor;
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bool delFlag = true;
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uint size;
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switch (cursorType) {
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case CURSOR_CROSSHAIRS:
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// Crosshairs cursor
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cursor = _vm->_dataManager->getSubResource(4, 1, 6, &size);
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_globals->setFlag(122);
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break;
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case CURSOR_LOOK:
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// Look cursor
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cursor = _vm->_dataManager->getSubResource(4, 1, 5, &size);
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break;
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case CURSOR_USE:
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// Use cursor
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cursor = _vm->_dataManager->getSubResource(4, 1, 4, &size);
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break;
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case CURSOR_TALK:
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// Talk cursor
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cursor = _vm->_dataManager->getSubResource(4, 1, 3, &size);
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break;
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case CURSOR_ARROW:
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// Arrow cursor
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cursor = CURSOR_ARROW_DATA;
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delFlag = false;
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break;
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default:
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// Walk cursor
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cursor = CURSOR_WALK_DATA;
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delFlag = false;
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break;
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}
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// Decode the cursor
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GfxSurface s = surfaceFromRes(cursor);
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Graphics::Surface surface = s.lockSurface();
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const byte *cursorData = (const byte *)surface.getBasePtr(0, 0);
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CursorMan.replaceCursor(cursorData, surface.w, surface.h, s._centroid.x, s._centroid.y, s._transColour);
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s.unlockSurface();
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if (delFlag)
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DEALLOCATE(cursor);
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}
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void EventsClass::setCursor(Graphics::Surface &cursor, int transColour, const Common::Point &hotspot, CursorType cursorId) {
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const byte *cursorData = (const byte *)cursor.getBasePtr(0, 0);
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CursorMan.replaceCursor(cursorData, cursor.w, cursor.h, hotspot.x, hotspot.y, transColour);
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_currentCursor = cursorId;
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}
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void EventsClass::setCursorFromFlag() {
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setCursor(_globals->getFlag(122) ? CURSOR_CROSSHAIRS : _currentCursor);
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}
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void EventsClass::showCursor() {
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CursorMan.showMouse(true);
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}
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void EventsClass::hideCursor() {
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CursorMan.showMouse(false);
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}
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/**
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* Delays the game for the specified number of frames, if necessary, from the
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* previous time the delay method was called
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*/
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void EventsClass::delay(int numFrames) {
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while (_frameNumber < (_prevDelayFrame + numFrames)) {
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uint32 delayAmount = CLIP(_priorFrameTime + GAME_FRAME_TIME - g_system->getMillis(),
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(uint32)0, (uint32)GAME_FRAME_TIME);
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if (delayAmount > 0)
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g_system->delayMillis(delayAmount);
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++_frameNumber;
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_priorFrameTime = g_system->getMillis();
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}
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g_system->updateScreen();
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_prevDelayFrame = _frameNumber;
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_priorFrameTime = g_system->getMillis();
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}
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} // end of namespace tSage
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