mirror of
https://github.com/libretro/scummvm.git
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250 lines
5.8 KiB
C++
250 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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*
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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 "graphics/cursorman.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/events.h"
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namespace Sherlock {
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enum ButtonFlag { LEFT_BUTTON = 1, RIGHT_BUTTON = 2 };
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Events::Events(SherlockEngine *vm) {
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_vm = vm;
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_cursorImages = nullptr;
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_cursorId = INVALID_CURSOR;
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_frameCounter = 1;
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_priorFrameTime = 0;
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_mouseButtons = 0;
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_pressed = _released = false;
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_rightPressed = _rightReleased = false;
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_oldButtons = _oldRightButton = false;
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loadCursors("rmouse.vgs");
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}
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Events::~Events() {
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delete _cursorImages;
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}
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void Events::loadCursors(const Common::String &filename) {
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hideCursor();
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delete _cursorImages;
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_cursorImages = new ImageFile(filename);
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_cursorId = INVALID_CURSOR;
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}
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void Events::setCursor(CursorId cursorId) {
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if (cursorId == _cursorId)
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return;
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_cursorId = cursorId;
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// Set the cursor data
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Graphics::Surface &s = (*_cursorImages)[cursorId]._frame;
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setCursor(s);
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}
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void Events::setCursor(const Graphics::Surface &src) {
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CursorMan.replaceCursor(src.getPixels(), src.w, src.h, 0, 0, 0xff);
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showCursor();
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}
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void Events::animateCursorIfNeeded() {
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if (_cursorId >= WAIT && _cursorId < (WAIT + 3)) {
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CursorId newId = (WAIT + 2) ? WAIT : (CursorId)((int)_cursorId + 1);
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setCursor(newId);
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}
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}
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void Events::showCursor() {
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CursorMan.showMouse(true);
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}
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void Events::hideCursor() {
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CursorMan.showMouse(false);
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}
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CursorId Events::getCursor() const {
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return _cursorId;
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}
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bool Events::isCursorVisible() const {
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return CursorMan.isVisible();
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}
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void Events::moveMouse(const Common::Point &pt) {
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g_system->warpMouse(pt.x, pt.y);
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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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while (g_system->getEventManager()->pollEvent(event)) {
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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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return;
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case Common::EVENT_KEYDOWN:
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// Check for debugger
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if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
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// Attach to the debugger
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_vm->_debugger->attach();
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_vm->_debugger->onFrame();
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} else {
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_pendingKeys.push(event.kbd);
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}
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return;
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case Common::EVENT_KEYUP:
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return;
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case Common::EVENT_LBUTTONDOWN:
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_mouseButtons |= LEFT_BUTTON;
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return;
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case Common::EVENT_RBUTTONDOWN:
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_mouseButtons |= RIGHT_BUTTON;
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return;
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case Common::EVENT_LBUTTONUP:
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_mouseButtons &= ~LEFT_BUTTON;
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return;
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case Common::EVENT_RBUTTONUP:
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_mouseButtons &= ~RIGHT_BUTTON;
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return;
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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 Events::pollEventsAndWait() {
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pollEvents();
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g_system->delayMillis(10);
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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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// 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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Common::Point Events::mousePos() const {
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return g_system->getEventManager()->getMousePos();
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}
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Common::KeyState Events::getKey() {
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return _pendingKeys.pop();
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}
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void Events::clearEvents() {
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_pendingKeys.clear();
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_mouseButtons = 0;
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_pressed = _released = false;
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_rightPressed = _rightReleased = false;
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_oldButtons = _oldRightButton = false;
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}
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void Events::clearKeyboard() {
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_pendingKeys.clear();
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}
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void Events::wait(int numFrames) {
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uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE;
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delay(totalMilli);
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}
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bool Events::delay(uint32 time, bool interruptable) {
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// Different handling for really short versus extended times
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if (time < 10) {
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// For really short periods, simply delay by the desired amount
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pollEvents();
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g_system->delayMillis(time);
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bool result = !(interruptable && (kbHit() || _pressed));
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clearEvents();
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return result;
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} else {
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// For long periods go into a loop where we delay by 10ms at a time and then
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// check for events. This ensures for longer delays that responsiveness is
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// maintained
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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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if (interruptable && (kbHit() || _pressed)) {
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clearEvents();
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return false;
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}
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}
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return true;
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}
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}
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void Events::setButtonState() {
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_released = _rightReleased = false;
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if (_mouseButtons & LEFT_BUTTON)
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_pressed = _oldButtons = true;
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if ((_mouseButtons & LEFT_BUTTON) == 0 && _oldButtons) {
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_pressed = _oldButtons = false;
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_released = true;
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}
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if (_mouseButtons & RIGHT_BUTTON)
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_rightPressed = _oldRightButton = true;
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if ((_mouseButtons & RIGHT_BUTTON) == 0 && _oldRightButton) {
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_rightPressed = _oldRightButton = false;
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_rightReleased = true;
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}
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}
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bool Events::checkInput() {
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setButtonState();
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return kbHit() || _pressed || _released || _rightPressed || _rightReleased;
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}
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} // End of namespace Sherlock
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