scummvm/engines/xeen/events.cpp
2019-08-18 15:18:57 -07:00

226 lines
5.4 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.
*
*/
#include "common/scummsys.h"
#include "graphics/cursorman.h"
#include "common/events.h"
#include "common/endian.h"
#include "engines/util.h"
#include "xeen/xeen.h"
#include "xeen/events.h"
#include "xeen/screen.h"
namespace Xeen {
EventsManager::EventsManager(XeenEngine *vm) : _vm(vm), _playTime(0), _gameCounter(0),
_frameCounter(0), _priorFrameCounterTime(0), _priorScreenRefreshTime(0), _lastAutosaveTime(0),
_mousePressed(false), _sprites("mouse.icn") {
Common::fill(&_gameCounters[0], &_gameCounters[6], 0);
}
EventsManager::~EventsManager() {
}
void EventsManager::setCursor(int cursorId) {
XSurface cursor;
_sprites.draw(cursor, cursorId, Common::Point(0, 0), SPRFLAG_RESIZE);
CursorMan.replaceCursor(cursor.getPixels(), cursor.w, cursor.h, 0, 0, 0);
showCursor();
}
void EventsManager::showCursor() {
CursorMan.showMouse(true);
}
void EventsManager::hideCursor() {
CursorMan.showMouse(false);
}
bool EventsManager::isCursorVisible() {
return CursorMan.isVisible();
}
void EventsManager::pollEvents() {
uint32 timer = g_system->getMillis();
if (timer >= (_priorScreenRefreshTime + SCREEN_UPDATE_TIME)) {
// Refresh the screen at a higher frame rate than the game's own frame rate
// to allow for more responsive mouse movement
_priorScreenRefreshTime = timer;
g_vm->_screen->update();
}
if (timer >= (_priorFrameCounterTime + GAME_FRAME_TIME)) {
// Time to build up next game frame
_priorFrameCounterTime = timer;
nextFrame();
}
// Handle auto saves
if (!_lastAutosaveTime)
_lastAutosaveTime = timer;
g_vm->autoSaveCheck(_lastAutosaveTime);
// Event handling
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
return;
case Common::EVENT_KEYDOWN:
// Check for debugger
if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
// Attach to the debugger
_vm->_debugger->attach();
_vm->_debugger->onFrame();
} else {
addEvent(event.kbd);
}
break;
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
break;
case Common::EVENT_LBUTTONDOWN:
_mousePressed = true;
addEvent(true, false);
return;
case Common::EVENT_RBUTTONDOWN:
_mousePressed = true;
addEvent(false, true);
return;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
_mousePressed = false;
return;
default:
break;
}
}
}
void EventsManager::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
void EventsManager::clearEvents() {
_pendingEvents.clear();
_mousePressed = false;
}
void EventsManager::debounceMouse() {
while (_mousePressed && !_vm->shouldExit()) {
pollEventsAndWait();
}
}
void EventsManager::addEvent(const Common::KeyState &keyState) {
if (_pendingEvents.size() < MAX_PENDING_EVENTS)
_pendingEvents.push(PendingEvent(keyState));
}
void EventsManager::addEvent(bool leftButton, bool rightButton) {
if (_pendingEvents.size() < MAX_PENDING_EVENTS)
_pendingEvents.push(PendingEvent(leftButton, rightButton));
}
bool EventsManager::getEvent(PendingEvent &pe) {
if (_pendingEvents.empty()) {
return false;
} else {
pe = _pendingEvents.pop();
return true;
}
}
bool EventsManager::isKeyMousePressed() {
bool result = isEventPending();
debounceMouse();
clearEvents();
return result;
}
bool EventsManager::wait(uint numFrames, bool interruptable) {
while (!_vm->shouldExit() && timeElapsed() < numFrames) {
pollEventsAndWait();
if (interruptable && isEventPending())
return true;
}
return _vm->shouldExit();
}
void EventsManager::ipause(uint amount) {
updateGameCounter();
do {
_vm->_interface->draw3d(true);
pollEventsAndWait();
} while (!_vm->shouldExit() && timeElapsed() < amount);
}
void EventsManager::ipause5(uint amount) {
do {
pollEventsAndWait();
} while (!_vm->shouldExit() && timeElapsed5() < amount);
}
void EventsManager::waitForPressAnimated() {
clearEvents();
do {
updateGameCounter();
_vm->_interface->draw3d(true);
while (!_vm->shouldExit() && timeElapsed() == 0)
pollEventsAndWait();
} while (!_vm->shouldExit() && !isKeyMousePressed());
clearEvents();
}
void EventsManager::waitForPress() {
clearEvents();
do {
pollEventsAndWait();
} while (!_vm->shouldExit() && !isKeyMousePressed());
clearEvents();
}
void EventsManager::nextFrame() {
++_frameCounter;
++_playTime;
// Allow debugger to update
_vm->_debugger->update();
// Update the screen
_vm->_screen->update();
}
} // End of namespace Xeen