mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-17 07:07:10 +00:00
198 lines
5.0 KiB
C++
198 lines
5.0 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.
|
|
*
|
|
*/
|
|
|
|
#ifndef XEEN_EVENTS_H
|
|
#define XEEN_EVENTS_H
|
|
|
|
#include "common/scummsys.h"
|
|
#include "common/events.h"
|
|
#include "common/queue.h"
|
|
#include "xeen/sprites.h"
|
|
|
|
namespace Xeen {
|
|
|
|
#define GAME_FRAME_RATE (1000 / 50)
|
|
#define GAME_FRAME_TIME 50
|
|
#define SCREEN_UPDATE_TIME 10
|
|
#define MAX_PENDING_EVENTS 5
|
|
|
|
class XeenEngine;
|
|
|
|
struct PendingEvent {
|
|
Common::KeyState _keyState;
|
|
bool _leftButton;
|
|
bool _rightButton;
|
|
|
|
PendingEvent() : _leftButton(false), _rightButton(false) {}
|
|
PendingEvent(const Common::KeyState &keyState) : _keyState(keyState), _leftButton(false), _rightButton(false) {}
|
|
PendingEvent(bool leftButton, bool rightButton) : _leftButton(leftButton), _rightButton(rightButton) {}
|
|
|
|
/**
|
|
* Returns true if a keyboard event is pending
|
|
*/
|
|
bool isKeyboard() const { return _keyState.keycode != Common::KEYCODE_INVALID; }
|
|
|
|
/**
|
|
* Returns ture if a mouse button event is pending
|
|
*/
|
|
bool isMouse() const { return _leftButton || _rightButton; }
|
|
};
|
|
|
|
class EventsManager {
|
|
private:
|
|
XeenEngine *_vm;
|
|
uint32 _frameCounter;
|
|
uint32 _priorFrameCounterTime;
|
|
uint32 _priorScreenRefreshTime;
|
|
int _lastAutosaveTime;
|
|
uint32 _gameCounter;
|
|
uint32 _gameCounters[6];
|
|
uint32 _playTime;
|
|
Common::Queue<PendingEvent> _pendingEvents;
|
|
SpriteResource _sprites;
|
|
bool _mousePressed;
|
|
|
|
/**
|
|
* Handles moving to the next game frame
|
|
*/
|
|
void nextFrame();
|
|
public:
|
|
Common::Point _mousePos;
|
|
public:
|
|
EventsManager(XeenEngine *vm);
|
|
~EventsManager();
|
|
|
|
/*
|
|
* Set the cursor
|
|
*/
|
|
void setCursor(int cursorId);
|
|
|
|
/**
|
|
* Show the mouse cursor
|
|
*/
|
|
void showCursor();
|
|
|
|
/**
|
|
* Hide the mouse cursor
|
|
*/
|
|
void hideCursor();
|
|
|
|
/**
|
|
* Returns if the mouse cursor is visible
|
|
*/
|
|
bool isCursorVisible();
|
|
|
|
/**
|
|
* Polls the ScummVM backend for any pending events
|
|
*/
|
|
void pollEvents();
|
|
|
|
/**
|
|
* Polls for events, and wait a slight delay. This ensures the game doesn't use up 100% of the CPU
|
|
*/
|
|
void pollEventsAndWait();
|
|
|
|
/**
|
|
* Clears all pending events
|
|
*/
|
|
void clearEvents();
|
|
|
|
/**
|
|
* Waits for a mouse press to be released
|
|
*/
|
|
void debounceMouse();
|
|
|
|
/**
|
|
* Adds a keyboard event to the queue
|
|
*/
|
|
void addEvent(const Common::KeyState &keyState);
|
|
|
|
/**
|
|
* Adds a mouse button event to the queue
|
|
*/
|
|
void addEvent(bool leftButton, bool rightButton);
|
|
|
|
/**
|
|
* Returns the next pending key/mouse press, if any
|
|
*/
|
|
bool getEvent(PendingEvent &pe);
|
|
|
|
/**
|
|
* Returns true if a key or mouse event is pending
|
|
*/
|
|
bool isEventPending() const { return !_pendingEvents.empty(); }
|
|
|
|
/**
|
|
* Returns true if a key or mouse press is pending
|
|
*/
|
|
bool isKeyMousePressed();
|
|
|
|
void updateGameCounter() { _gameCounter = _frameCounter; }
|
|
void timeMark1() { _gameCounters[1] = _frameCounter; }
|
|
void timeMark2() { _gameCounters[2] = _frameCounter; }
|
|
void timeMark3() { _gameCounters[3] = _frameCounter; }
|
|
void timeMark4() { _gameCounters[4] = _frameCounter; }
|
|
void timeMark5() { _gameCounters[5] = _frameCounter; }
|
|
|
|
uint32 timeElapsed() const { return _frameCounter - _gameCounter; }
|
|
uint32 timeElapsed1() const { return _frameCounter - _gameCounters[1]; }
|
|
uint32 timeElapsed2() const { return _frameCounter - _gameCounters[2]; }
|
|
uint32 timeElapsed3() const { return _frameCounter - _gameCounters[3]; }
|
|
uint32 timeElapsed4() const { return _frameCounter - _gameCounters[4]; }
|
|
uint32 timeElapsed5() const { return _frameCounter - _gameCounters[5]; }
|
|
uint32 getTicks() { return _frameCounter; }
|
|
uint32 playTime() const { return _playTime; }
|
|
void setPlayTime(uint32 time) { _playTime = time; }
|
|
|
|
/**
|
|
* Waits for a given number of frames
|
|
* @param numFrames Number of frames to wait
|
|
* @param interruptable If set, aborts if the mouse or a key is pressed
|
|
* @returns True if the wait was aborted
|
|
*/
|
|
bool wait(uint numFrames, bool interruptable = true);
|
|
|
|
/**
|
|
* Pause for a set amount
|
|
*/
|
|
void ipause(uint amount);
|
|
|
|
/**
|
|
* Pauses a set amount past the previous call to timeMark5
|
|
*/
|
|
void ipause5(uint amount);
|
|
|
|
/**
|
|
* Waits for a key or mouse press, animating the 3d view in the background
|
|
*/
|
|
void waitForPressAnimated();
|
|
|
|
/**
|
|
* Waits for a key or mouse press
|
|
*/
|
|
void waitForPress();
|
|
};
|
|
|
|
} // End of namespace Xeen
|
|
|
|
#endif /* XEEN_EVENTS_H */
|