scummvm/engines/titanic/events.cpp
David Fioramonti c96b01b82e TITANIC: Reduce header includes for titanic.h
I reduced the header includes a lot in Titanic.h and forward
declared when I could. Titanic.h was including a lot and
a lot of functions that were including it were not using its
API. This will help make it more clear which implementation
files are using which class since they will just need to include
which ones they need.

I also moved the debug related items in Titanic.h into the debugger
header.

I also reordered several of the the header includes to be local to
global.
2017-08-24 04:06:54 -07:00

207 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 "titanic/events.h"
#include "titanic/debugger.h"
#include "titanic/game_manager.h"
#include "titanic/main_game_window.h"
#include "titanic/star_control/star_control.h"
#include "titanic/titanic.h"
#include "common/events.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "engines/util.h"
#include "graphics/screen.h"
namespace Titanic {
Events::Events(TitanicEngine *vm): _vm(vm), _frameCounter(1),
_totalFrames(0), _priorFrameTime(0), _specialButtons(0) {
}
#define MOVE_CHECK if (moved) eventTarget()->mouseMove(_mousePos)
void Events::pollEvents() {
checkForNextFrameCounter();
bool moved = false;
Common::Event event;
while (!_vm->shouldQuit() && g_system->getEventManager()->pollEvent(event)) {
if (event.type != Common::EVENT_MOUSEMOVE) {
MOVE_CHECK;
}
switch (event.type) {
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
moved = true;
break;
case Common::EVENT_LBUTTONDOWN:
_specialButtons |= MK_LBUTTON;
_mousePos = event.mouse;
eventTarget()->leftButtonDown(_mousePos);
return;
case Common::EVENT_LBUTTONUP:
_specialButtons &= ~MK_LBUTTON;
_mousePos = event.mouse;
eventTarget()->leftButtonUp(_mousePos);
return;
case Common::EVENT_MBUTTONDOWN:
_specialButtons |= MK_MBUTTON;
_mousePos = event.mouse;
eventTarget()->middleButtonDown(_mousePos);
return;
case Common::EVENT_MBUTTONUP:
_specialButtons &= ~MK_MBUTTON;
_mousePos = event.mouse;
eventTarget()->middleButtonUp(_mousePos);
return;
case Common::EVENT_RBUTTONDOWN:
_specialButtons |= MK_LBUTTON | MK_SHIFT;
_mousePos = event.mouse;
eventTarget()->leftButtonDown(_mousePos);
return;
case Common::EVENT_RBUTTONUP:
_specialButtons &= ~(MK_RBUTTON | MK_SHIFT);
_mousePos = event.mouse;
eventTarget()->leftButtonUp(_mousePos);
return;
case Common::EVENT_WHEELUP:
case Common::EVENT_WHEELDOWN:
_mousePos = event.mouse;
eventTarget()->mouseWheel(_mousePos, event.type == Common::EVENT_WHEELUP);
return;
case Common::EVENT_KEYDOWN:
handleKbdSpecial(event.kbd);
eventTarget()->keyDown(event.kbd);
return;
case Common::EVENT_KEYUP:
handleKbdSpecial(event.kbd);
eventTarget()->keyUp(event.kbd);
return;
default:
break;
}
}
MOVE_CHECK;
}
#undef MOVE_CHECK
void Events::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
CGameManager *gameManager = g_vm->_window->_gameManager;
if (gameManager) {
// Regularly update the sound mixer
gameManager->_sound.updateMixer();
// WORKAROUND: If in the Star Control view, update the camera
// frequently, to accomodate that the original had a higher
// draw rate than the ScummVM implementation does
CViewItem *view = gameManager->getView();
if (view->getFullViewName() == "Bridge.Node 4.N") {
CStarControl *starControl = dynamic_cast<CStarControl *>(
view->findChildInstanceOf(CStarControl::_type));
if (starControl && starControl->_visible)
starControl->updateCamera();
}
}
}
bool Events::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_frameCounter;
++_totalFrames;
_priorFrameTime = milli;
// Handle any idle updates
eventTarget()->onIdle();
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->update();
return true;
}
return false;
}
uint32 Events::getTicksCount() const {
return _frameCounter * GAME_FRAME_TIME;
}
uint32 Events::getTotalPlayTicks() const {
return _totalFrames;
}
void Events::setTotalPlayTicks(uint frames) {
_totalFrames = frames;
}
void Events::sleep(uint time) {
uint32 delayEnd = g_system->getMillis() + time;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd)
pollEventsAndWait();
}
bool Events::waitForPress(uint expiry) {
uint32 delayEnd = g_system->getMillis() + expiry;
CPressTarget pressTarget;
addTarget(&pressTarget);
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd && !pressTarget._pressed) {
pollEventsAndWait();
}
removeTarget();
return pressTarget._pressed;
}
void Events::setMousePos(const Common::Point &pt) {
g_system->warpMouse(pt.x, pt.y);
_mousePos = pt;
eventTarget()->mouseMove(_mousePos);
}
void Events::handleKbdSpecial(Common::KeyState keyState) {
if (keyState.flags & Common::KBD_CTRL)
_specialButtons |= MK_CONTROL;
else
_specialButtons &= ~MK_CONTROL;
if (keyState.flags & Common::KBD_SHIFT)
_specialButtons |= MK_SHIFT;
else
_specialButtons &= ~MK_SHIFT;
}
} // End of namespace Titanic