mirror of
https://github.com/libretro/scummvm.git
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138 lines
3.7 KiB
C++
138 lines
3.7 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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#include "common/system.h"
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#include "common/events.h"
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#include "director/director.h"
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#include "director/frame.h"
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#include "director/score.h"
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#include "director/sprite.h"
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#include "director/lingo/lingo.h"
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namespace Director {
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void processQuitEvent() {
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Common::Event event;
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while (g_system->getEventManager()->pollEvent(event)) {
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if (event.type == Common::EVENT_QUIT)
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g_director->getCurrentScore()->_stopPlay = true;
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}
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}
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void DirectorEngine::processEvents() {
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Common::Event event;
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uint endTime = g_system->getMillis() + 200;
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Score *sc = getCurrentScore();
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if (sc->getCurrentFrame() >= sc->_frames.size()) {
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warning("processEvents: request to access frame %d of %d", sc->getCurrentFrame(), sc->_frames.size() - 1);
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return;
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}
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Frame *currentFrame = sc->_frames[sc->getCurrentFrame()];
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uint16 spriteId = 0;
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Common::Point pos;
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while (g_system->getMillis() < endTime) {
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while (g_system->getEventManager()->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_QUIT:
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sc->_stopPlay = true;
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break;
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case Common::EVENT_LBUTTONDOWN:
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pos = g_system->getEventManager()->getMousePos();
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// D3 doesn't have both mouse up and down.
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// But we still want to know if the mouse is down for press effects.
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spriteId = currentFrame->getSpriteIDFromPos(pos);
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sc->_currentMouseDownSpriteId = spriteId;
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debugC(3, kDebugEvents, "event: Button Down @(%d, %d), sprite id: %d", pos.x, pos.y, spriteId);
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_lingo->processEvent(kEventMouseDown);
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if (currentFrame->_sprites[spriteId]->_moveable) {
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warning("Moveable");
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}
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break;
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case Common::EVENT_LBUTTONUP:
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pos = g_system->getEventManager()->getMousePos();
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spriteId = currentFrame->getSpriteIDFromPos(pos);
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debugC(3, kDebugEvents, "event: Button Up @(%d, %d), sprite id: %d", pos.x, pos.y, spriteId);
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_lingo->processEvent(kEventMouseUp);
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sc->_currentMouseDownSpriteId = 0;
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break;
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case Common::EVENT_KEYDOWN:
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_keyCode = event.kbd.keycode;
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_key = (unsigned char)(event.kbd.ascii & 0xff);
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switch (_keyCode) {
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case Common::KEYCODE_LEFT:
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_keyCode = 123;
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break;
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case Common::KEYCODE_RIGHT:
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_keyCode = 124;
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break;
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case Common::KEYCODE_DOWN:
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_keyCode = 125;
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break;
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case Common::KEYCODE_UP:
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_keyCode = 126;
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break;
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default:
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warning("Keycode: %d", _keyCode);
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}
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_lingo->processEvent(kEventKeyDown);
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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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g_system->updateScreen();
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g_system->delayMillis(10);
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if (sc->getCurrentFrame() > 0)
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_lingo->processEvent(kEventIdle);
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}
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}
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void DirectorEngine::setDraggedSprite(uint16 id) {
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_draggingSprite = true;
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_draggingSpriteId = id;
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_draggingSpritePos = g_system->getEventManager()->getMousePos();
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warning("STUB: DirectorEngine::setDraggedSprite(%d)", id);
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}
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} // End of namespace Director
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