scummvm/engines/cge2/events.cpp
2014-10-28 16:06:07 +02:00

294 lines
7.4 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#include "gui/saveload.h"
#include "gui/about.h"
#include "gui/message.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "engines/advancedDetector.h"
#include "cge2/events.h"
#include "cge2/text.h"
#include "cge2/cge2_main.h"
namespace CGE2 {
/*----------------- KEYBOARD interface -----------------*/
Keyboard::Keyboard(CGE2Engine *vm) : _client(nullptr), _vm(vm) {
}
Keyboard::~Keyboard() {
}
Sprite *Keyboard::setClient(Sprite *spr) {
SWAP(_client, spr);
return spr;
}
bool Keyboard::getKey(Common::Event &event) {
Common::KeyCode keycode = event.kbd.keycode;
switch (keycode) {
case Common::KEYCODE_F1:
if (event.type == Common::EVENT_KEYUP)
return false;
// Display ScummVM version and translation strings
for (int i = 0; i < 3; i++)
_vm->_commandHandler->addCommand(kCmdInf, 1, kShowScummVMVersion + i, NULL);
return false;
case Common::KEYCODE_F5:
if (_vm->canSaveGameStateCurrently()) {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser("Save game:", "Save", true);
int16 savegameId = dialog->runModalWithCurrentTarget();
Common::String savegameDescription = dialog->getResultString();
delete dialog;
if (savegameId != -1)
_vm->saveGameState(savegameId, savegameDescription);
}
return false;
case Common::KEYCODE_F7:
if (_vm->canLoadGameStateCurrently()) {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser("Restore game:", "Restore", false);
int16 savegameId = dialog->runModalWithCurrentTarget();
delete dialog;
if (savegameId != -1)
_vm->loadGameState(savegameId);
}
return false;
case Common::KEYCODE_d:
if (event.kbd.flags & Common::KBD_CTRL) {
// Start the debugger
_vm->getDebugger()->attach();
_vm->getDebugger()->onFrame();
return false;
}
break;
case Common::KEYCODE_x:
if (event.kbd.flags & Common::KBD_ALT) {
_vm->quit();
return false;
}
break;
case Common::KEYCODE_F10:
if (_vm->_commandHandler->idle())
_vm->switchScene(-1); // Exits the game.
return false;
default:
break;
}
return true;
}
void Keyboard::newKeyboard(Common::Event &event) {
if (!getKey(event))
return;
if ((event.type == Common::EVENT_KEYDOWN) && _client) {
CGE2Event &evt = _vm->_eventManager->getNextEvent();
evt._x = 0;
evt._y = 0;
evt._keyCode = event.kbd.keycode; // Keycode
evt._mask = kEventKeyb; // Event mask
evt._spritePtr = _client; // Sprite pointer
}
}
/*----------------- MOUSE interface -----------------*/
Mouse::Mouse(CGE2Engine *vm) : Sprite(vm), _busy(nullptr), _hold(nullptr), _hx(0), _point(vm), _vm(vm) {
_hold = nullptr;
_hx = 0;
_hy = 0;
_exist = true;
_buttons = 0;
_busy = nullptr;
_active = false;
_flags._kill = false;
setSeq(_stdSeq8);
BitmapPtr MC = new Bitmap[2];
MC[0] = Bitmap(_vm, "MOUSE");
MC[1] = Bitmap(_vm, "DUMMY");
setShapeList(MC, 2);
step(1);
on();
off();
}
Mouse::~Mouse() {
off();
}
void Mouse::on() {
if (_seqPtr && _exist) {
_active = true;
step(0);
if (_busy)
_busy->step(0);
}
}
void Mouse::off() {
if (_seqPtr == 0) {
if (_exist)
_active = false;
step(1);
if (_busy)
_busy->step(1);
}
}
void Mouse::newMouse(Common::Event &event) {
if (!_active)
return;
CGE2Event &evt = _vm->_eventManager->getNextEvent();
evt._x = event.mouse.x;
evt._y = event.mouse.y;
evt._keyCode = Common::KEYCODE_INVALID;
evt._spritePtr = _vm->spriteAt(V2D(_vm, evt._x, evt._y));
switch (event.type) {
case Common::EVENT_MOUSEMOVE:
evt._mask = kMouseRoll;
break;
case Common::EVENT_LBUTTONDOWN:
evt._mask = kMouseLeftDown;
_buttons |= 1;
break;
case Common::EVENT_LBUTTONUP:
evt._mask = kMouseLeftUp;
_buttons &= ~1;
break;
case Common::EVENT_RBUTTONDOWN:
evt._mask = kMouseRightDown;
_buttons |= 2;
break;
case Common::EVENT_RBUTTONUP:
evt._mask = kMouseRightUp;
_buttons &= ~2;
break;
default:
break;
}
}
/*----------------- EventManager interface -----------------*/
EventManager::EventManager(CGE2Engine *vm) : _vm(vm) {
_eventQueueHead = 0;
_eventQueueTail = 0;
memset(&_eventQueue, 0, kEventMax * sizeof(CGE2Event));
memset(&_event, 0, sizeof(Common::Event));
}
void EventManager::poll() {
while (g_system->getEventManager()->pollEvent(_event)) {
_event.mouse.y = kWorldHeight - _event.mouse.y;
switch (_event.type) {
case Common::EVENT_KEYDOWN:
case Common::EVENT_KEYUP:
// Handle keyboard events
_vm->_keyboard->newKeyboard(_event);
handleEvents();
break;
case Common::EVENT_MOUSEMOVE:
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_RBUTTONUP:
// Handle mouse events
_vm->_mouse->newMouse(_event);
handleEvents();
break;
default:
break;
}
}
}
void EventManager::handleEvents() {
while (_eventQueueTail != _eventQueueHead) {
CGE2Event e = _eventQueue[_eventQueueTail];
_vm->_mouse->_point = V2D(_vm, e._x, e._y);
if (e._mask) {
if (e._mask & kMouseMask) {
e._spritePtr = _vm->spriteAt(_vm->_mouse->_point);
e._x += (_vm->_mouse->_siz.x >> 1);
e._y -= _vm->_mouse->_siz.y;
if (_vm->_mouse->_hold && (e._spritePtr != _vm->_mouse->_hold)) {
_vm->_mouse->_hold->touch(e._mask | kEventAttn,
V2D(_vm, e._x - _vm->_mouse->_hold->_pos2D.x, e._y - _vm->_mouse->_hold->_pos2D.y), e._keyCode);
}
// update mouse cursor position
if (e._mask & kMouseRoll)
_vm->_mouse->gotoxyz(V2D(_vm, e._x, e._y));
}
// activate current touched SPRITE
if (e._spritePtr) {
if (e._mask & kEventKeyb)
e._spritePtr->touch(e._mask, _vm->_mouse->_point, e._keyCode);
else
e._spritePtr->touch(e._mask, _vm->_mouse->_point - e._spritePtr->_pos2D, e._keyCode);
} else if (_vm->_sys)
_vm->_sys->touch(e._mask, _vm->_mouse->_point, e._keyCode);
// discard Text if button released
if (e._mask & (kMouseLeftUp | kMouseRightUp))
_vm->killText();
}
_eventQueueTail = (_eventQueueTail + 1) % kEventMax;
}
}
void EventManager::clearEvent(Sprite *spr) {
if (spr) {
for (uint16 e = _eventQueueTail; e != _eventQueueHead; e = (e + 1) % kEventMax) {
if (_eventQueue[e]._spritePtr == spr)
_eventQueue[e]._mask = 0;
}
} else
_eventQueueTail = _eventQueueHead;
}
CGE2Event &EventManager::getNextEvent() {
CGE2Event &evt = _eventQueue[_eventQueueHead];
_eventQueueHead = (_eventQueueHead + 1) % kEventMax;
return evt;
}
} // End of namespace CGE2