mirror of
https://github.com/libretro/scummvm.git
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276 lines
6.7 KiB
C++
276 lines
6.7 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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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
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*/
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#include "gui/saveload.h"
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#include "common/config-manager.h"
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#include "common/events.h"
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#include "common/translation.h"
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#include "cge2/events.h"
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#include "cge2/text.h"
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#include "cge2/cge2_main.h"
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namespace CGE2 {
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/*----------------- KEYBOARD interface -----------------*/
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Keyboard::Keyboard(CGE2Engine *vm) : _client(nullptr), _vm(vm) {
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}
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Keyboard::~Keyboard() {
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}
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Sprite *Keyboard::setClient(Sprite *spr) {
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SWAP(_client, spr);
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return spr;
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}
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bool Keyboard::getKey(Common::Event &event) {
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Common::KeyCode keycode = event.kbd.keycode;
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switch (keycode) {
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case Common::KEYCODE_F1:
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if (event.type == Common::EVENT_KEYUP)
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return false;
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// Display ScummVM version and translation strings
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for (int i = 0; i < 3; i++)
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_vm->_commandHandler->addCommand(kCmdInf, 1, kShowScummVMVersion + i, NULL);
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return false;
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case Common::KEYCODE_F5:
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_vm->saveGameDialog();
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return false;
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case Common::KEYCODE_F7:
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_vm->loadGameDialog();
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return false;
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case Common::KEYCODE_x:
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if (event.kbd.flags & Common::KBD_ALT) {
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_vm->quit();
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return false;
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}
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break;
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case Common::KEYCODE_F10:
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if (_vm->_commandHandler->idle())
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_vm->switchScene(-1); // Exits the game.
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return false;
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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 Keyboard::newKeyboard(Common::Event &event) {
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if (!getKey(event))
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return;
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if ((event.type == Common::EVENT_KEYDOWN) && _client) {
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CGE2Event &evt = _vm->_eventManager->getNextEvent();
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evt._x = 0;
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evt._y = 0;
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evt._keyCode = event.kbd.keycode; // Keycode
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evt._mask = kEventKeyb; // Event mask
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evt._spritePtr = _client; // Sprite pointer
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}
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}
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/*----------------- MOUSE interface -----------------*/
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Mouse::Mouse(CGE2Engine *vm) : Sprite(vm), _busy(nullptr), _hold(nullptr), _hx(0), _point(vm), _vm(vm) {
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_hold = nullptr;
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_hx = 0;
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_hy = 0;
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_exist = true;
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_buttons = 0;
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_busy = nullptr;
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_active = false;
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_flags._kill = false;
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setSeq(_stdSeq8);
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BitmapPtr MC = new Bitmap[2];
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MC[0] = Bitmap(_vm, "MOUSE");
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MC[1] = Bitmap(_vm, "DUMMY");
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setShapeList(MC, 2);
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step(1);
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on();
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off();
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}
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Mouse::~Mouse() {
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off();
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}
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void Mouse::on() {
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if (_seqPtr && _exist) {
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_active = true;
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step(0);
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if (_busy)
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_busy->step(0);
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}
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}
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void Mouse::off() {
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if (_seqPtr == 0) {
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if (_exist)
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_active = false;
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step(1);
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if (_busy)
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_busy->step(1);
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}
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}
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void Mouse::newMouse(Common::Event &event) {
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if (!_active)
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return;
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CGE2Event &evt = _vm->_eventManager->getNextEvent();
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evt._x = event.mouse.x;
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evt._y = event.mouse.y;
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evt._keyCode = Common::KEYCODE_INVALID;
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evt._spritePtr = _vm->spriteAt(V2D(_vm, evt._x, evt._y));
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switch (event.type) {
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case Common::EVENT_MOUSEMOVE:
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evt._mask = kMouseRoll;
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break;
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case Common::EVENT_LBUTTONDOWN:
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evt._mask = kMouseLeftDown;
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_buttons |= 1;
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break;
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case Common::EVENT_LBUTTONUP:
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evt._mask = kMouseLeftUp;
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_buttons &= ~1;
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break;
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case Common::EVENT_RBUTTONDOWN:
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evt._mask = kMouseRightDown;
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_buttons |= 2;
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break;
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case Common::EVENT_RBUTTONUP:
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evt._mask = kMouseRightUp;
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_buttons &= ~2;
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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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/*----------------- EventManager interface -----------------*/
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EventManager::EventManager(CGE2Engine *vm) : _vm(vm) {
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_eventQueueHead = 0;
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_eventQueueTail = 0;
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for (uint16 k = 0; k < kEventMax; k++) {
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_eventQueue[k]._mask = 0;
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_eventQueue[k]._x = 0;
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_eventQueue[k]._y = 0;
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_eventQueue[k]._spritePtr = nullptr;
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}
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_event.joystick.axis = 0;
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_event.joystick.position = 0;
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_event.joystick.button = 0;
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}
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void EventManager::poll() {
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while (g_system->getEventManager()->pollEvent(_event)) {
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_event.mouse.y = kWorldHeight - _event.mouse.y;
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switch (_event.type) {
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case Common::EVENT_KEYDOWN:
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case Common::EVENT_KEYUP:
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// Handle keyboard events
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_vm->_keyboard->newKeyboard(_event);
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handleEvents();
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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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// Handle mouse events
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_vm->_mouse->newMouse(_event);
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handleEvents();
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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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void EventManager::handleEvents() {
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while (_eventQueueTail != _eventQueueHead) {
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CGE2Event e = _eventQueue[_eventQueueTail];
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_vm->_mouse->_point = V2D(_vm, e._x, e._y);
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if (e._mask) {
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if (e._mask & kMouseMask) {
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e._spritePtr = _vm->spriteAt(_vm->_mouse->_point);
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e._x += (_vm->_mouse->_siz.x >> 1);
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e._y -= _vm->_mouse->_siz.y;
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if (_vm->_mouse->_hold && (e._spritePtr != _vm->_mouse->_hold)) {
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_vm->_mouse->_hold->touch(e._mask | kEventAttn,
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V2D(_vm, e._x - _vm->_mouse->_hold->_pos2D.x, e._y - _vm->_mouse->_hold->_pos2D.y), e._keyCode);
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}
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// update mouse cursor position
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if (e._mask & kMouseRoll)
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_vm->_mouse->gotoxyz(V2D(_vm, e._x, e._y));
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}
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// activate current touched SPRITE
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if (e._spritePtr) {
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if (e._mask & kEventKeyb)
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e._spritePtr->touch(e._mask, _vm->_mouse->_point, e._keyCode);
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else
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e._spritePtr->touch(e._mask, _vm->_mouse->_point - e._spritePtr->_pos2D, e._keyCode);
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} else if (_vm->_sys)
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_vm->_sys->touch(e._mask, _vm->_mouse->_point, e._keyCode);
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// discard Text if button released
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if (e._mask & (kMouseLeftUp | kMouseRightUp))
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_vm->killText();
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}
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_eventQueueTail = (_eventQueueTail + 1) % kEventMax;
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}
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}
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void EventManager::clearEvent(Sprite *spr) {
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if (spr) {
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for (uint16 e = _eventQueueTail; e != _eventQueueHead; e = (e + 1) % kEventMax) {
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if (_eventQueue[e]._spritePtr == spr)
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_eventQueue[e]._mask = 0;
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}
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} else
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_eventQueueTail = _eventQueueHead;
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}
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CGE2Event &EventManager::getNextEvent() {
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CGE2Event &evt = _eventQueue[_eventQueueHead];
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_eventQueueHead = (_eventQueueHead + 1) % kEventMax;
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return evt;
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}
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} // End of namespace CGE2
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