mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 13:50:13 +00:00
065f2bb9eb
svn-id: r12181
156 lines
4.3 KiB
C++
156 lines
4.3 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/driver/menu.h"
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namespace Sword2 {
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// ---------------------------------------------------------------------------
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// OSystem Event Handler. Full of cross platform goodness and 99% fat free!
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// ---------------------------------------------------------------------------
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void Input::parseEvents(void) {
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OSystem::Event event;
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while (_vm->_system->poll_event(&event)) {
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switch (event.event_code) {
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case OSystem::EVENT_KEYDOWN:
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writeKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
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break;
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case OSystem::EVENT_MOUSEMOVE:
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_mouseX = event.mouse.x;
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_mouseY = event.mouse.y - MENUDEEP;
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break;
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case OSystem::EVENT_LBUTTONDOWN:
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logMouseEvent(RD_LEFTBUTTONDOWN);
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break;
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case OSystem::EVENT_RBUTTONDOWN:
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logMouseEvent(RD_RIGHTBUTTONDOWN);
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break;
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case OSystem::EVENT_LBUTTONUP:
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logMouseEvent(RD_LEFTBUTTONUP);
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break;
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case OSystem::EVENT_RBUTTONUP:
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logMouseEvent(RD_RIGHTBUTTONUP);
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break;
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case OSystem::EVENT_WHEELUP:
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logMouseEvent(RD_WHEELUP);
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break;
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case OSystem::EVENT_WHEELDOWN:
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logMouseEvent(RD_WHEELDOWN);
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break;
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case OSystem::EVENT_QUIT:
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_vm->closeGame();
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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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}
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/**
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* Tell updateDisplay() that the scene needs to be completely updated.
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*/
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void Graphics::setNeedFullRedraw(void) {
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_needFullRedraw = true;
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}
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/**
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* This function has two purposes: It redraws the scene, and it handles input
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* events, palette fading, etc. It should be called at a high rate (> 20 per
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* second), but the scene is usually only redrawn about 12 times per second,
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* except when then screen is scrolling.
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*
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* @param redrawScene If true, redraw the scene.
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*/
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void Graphics::updateDisplay(bool redrawScene) {
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_vm->_input->parseEvents();
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fadeServer();
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if (redrawScene) {
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int i;
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// Note that the entire scene is always rendered, which is less
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// than optimal, but at least we can try to be intelligent
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// about updating the screen afterwards.
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if (_needFullRedraw) {
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// Update the entire screen. This is necessary when
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// scrolling, fading, etc.
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_vm->_system->copy_rect(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
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_needFullRedraw = false;
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} else {
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// Update only the dirty areas of the screen
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int j, x, y;
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int stripWide;
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for (i = 0; i < _gridDeep; i++) {
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stripWide = 0;
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for (j = 0; j < _gridWide; j++) {
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if (_dirtyGrid[i * _gridWide + j]) {
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stripWide++;
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} else if (stripWide) {
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x = CELLWIDE * (j - stripWide);
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y = CELLDEEP * i;
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_vm->_system->copy_rect(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
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stripWide = 0;
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}
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}
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if (stripWide) {
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x = CELLWIDE * (j - stripWide);
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y = CELLDEEP * i;
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_vm->_system->copy_rect(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
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stripWide = 0;
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}
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}
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}
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// Age the dirty cells one generation. This way we keep track
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// of both the cells that were updated this time, and the ones
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// that were updated the last time.
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for (i = 0; i < _gridWide * _gridDeep; i++)
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_dirtyGrid[i] >>= 1;
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}
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// We always need to update because of fades, menu animations, etc.
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_vm->_system->update_screen();
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}
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/**
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* Set the window title
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*/
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void Graphics::setWindowName(const char *windowName) {
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OSystem::Property prop;
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prop.caption = windowName;
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_vm->_system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
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}
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} // End of namespace Sword2
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