scummvm/engines/tsage/events.cpp
Paul Gilbert 7b40f36ef1 TSAGE: Rework the logic for showing the cursor in new scenes.cpp
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
2011-02-16 23:26:43 +11:00

234 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.
*
* $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/events.cpp $
* $Id: events.cpp 224 2011-02-10 10:58:52Z dreammaster $
*
*/
#include "common/events.h"
#include "common/singleton.h"
#include "graphics/cursorman.h"
#include "common/system.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/staticres.h"
#include "tsage/tsage.h"
#include "tsage/globals.h"
namespace tSage {
EventsClass::EventsClass() {
_frameNumber = 0;
_priorFrameTime = 0;
_prevDelayFrame = 0;
_saver->addListener(this);
}
bool EventsClass::pollEvent() {
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
_priorFrameTime = milli;
++_frameNumber;
g_system->updateScreen();
}
if (!g_system->getEventManager()->pollEvent(_event)) return false;
// Handle keypress
switch (_event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
break;
case Common::EVENT_MOUSEMOVE:
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_RBUTTONUP:
// Keep a copy of the current mouse position
_mousePos = _event.mouse;
break;
default:
break;
}
return true;
}
void EventsClass::waitForPress(int eventMask) {
Event evt;
while (!_vm->getEventManager()->shouldQuit() && !getEvent(evt, eventMask))
g_system->delayMillis(10);
}
/**
* Standard event retrieval, which only returns keyboard and mouse clicks
*/
bool EventsClass::getEvent(Event &evt, int eventMask) {
while (pollEvent() && !_vm->getEventManager()->shouldQuit()) {
evt.handled = false;
evt.eventType = EVENT_NONE;
evt.mousePos = _event.mouse;
evt.kbd = _event.kbd;
switch (_event.type) {
case Common::EVENT_MOUSEMOVE:
evt.eventType = EVENT_MOUSE_MOVE;
break;
case Common::EVENT_LBUTTONDOWN:
evt.eventType = EVENT_BUTTON_DOWN;
evt.btnState = BTNSHIFT_LEFT;
break;
case Common::EVENT_RBUTTONDOWN:
evt.eventType = EVENT_BUTTON_DOWN;
evt.btnState = BTNSHIFT_RIGHT;
break;
case Common::EVENT_MBUTTONDOWN:
evt.eventType = EVENT_BUTTON_DOWN;
evt.btnState = BTNSHIFT_MIDDLE;
break;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
case Common::EVENT_MBUTTONUP:
evt.eventType = EVENT_BUTTON_UP;
evt.btnState = 0;
break;
case Common::EVENT_KEYDOWN:
evt.eventType = EVENT_KEYPRESS;
evt.kbd = _event.kbd;
break;
default:
break;
}
if (evt.eventType & eventMask)
return true;
}
return false;
}
/**
* Sets the specified cursor
*
* @cursorType Specified cursor number
*/
void EventsClass::setCursor(CursorType cursorType) {
_globals->clearFlag(122);
if (cursorType != CURSOR_ARROW)
_currentCursor = cursorType;
const byte *cursor;
bool delFlag = true;
uint size;
switch (cursorType) {
case CURSOR_CROSSHAIRS:
// Crosshairs cursor
cursor = _vm->_dataManager->getSubResource(4, 1, 6, &size);
_globals->setFlag(122);
break;
case CURSOR_LOOK:
// Look cursor
cursor = _vm->_dataManager->getSubResource(4, 1, 5, &size);
break;
case CURSOR_USE:
// Use cursor
cursor = _vm->_dataManager->getSubResource(4, 1, 4, &size);
break;
case CURSOR_TALK:
// Talk cursor
cursor = _vm->_dataManager->getSubResource(4, 1, 3, &size);
break;
case CURSOR_ARROW:
// Arrow cursor
cursor = CURSOR_ARROW_DATA;
delFlag = false;
break;
default:
// Walk cursor
cursor = CURSOR_WALK_DATA;
delFlag = false;
break;
}
// Decode the cursor
GfxSurface s = surfaceFromRes(cursor);
Graphics::Surface surface = s.lockSurface();
const byte *cursorData = (const byte *)surface.getBasePtr(0, 0);
CursorMan.replaceCursor(cursorData, surface.w, surface.h, s._centroid.x, s._centroid.y, s._transColour);
s.unlockSurface();
if (delFlag)
DEALLOCATE(cursor);
}
void EventsClass::setCursor(Graphics::Surface &cursor, int transColour, const Common::Point &hotspot, CursorType cursorId) {
const byte *cursorData = (const byte *)cursor.getBasePtr(0, 0);
CursorMan.replaceCursor(cursorData, cursor.w, cursor.h, hotspot.x, hotspot.y, transColour);
_currentCursor = cursorId;
}
void EventsClass::setCursorFromFlag() {
setCursor(_globals->getFlag(122) ? CURSOR_CROSSHAIRS : _currentCursor);
}
void EventsClass::showCursor() {
CursorMan.showMouse(true);
}
void EventsClass::hideCursor() {
CursorMan.showMouse(false);
}
/**
* Delays the game for the specified number of frames, if necessary, from the
* previous time the delay method was called
*/
void EventsClass::delay(int numFrames) {
while (_frameNumber < (_prevDelayFrame + numFrames)) {
uint32 delayAmount = CLIP(_priorFrameTime + GAME_FRAME_TIME - g_system->getMillis(),
(uint32)0, (uint32)GAME_FRAME_TIME);
if (delayAmount > 0)
g_system->delayMillis(delayAmount);
++_frameNumber;
_priorFrameTime = g_system->getMillis();
}
g_system->updateScreen();
_prevDelayFrame = _frameNumber;
_priorFrameTime = g_system->getMillis();
}
} // end of namespace tSage