scummvm/engines/sherlock/events.cpp

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/* 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 "common/events.h"
#include "common/system.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "sherlock/sherlock.h"
#include "sherlock/events.h"
namespace Sherlock {
EventsManager::EventsManager(SherlockEngine *vm) {
_vm = vm;
_cursorId = CURSOR_NONE;
_frameCounter = 1;
_priorFrameTime = 0;
_mouseClicked = false;
_mouseButtons = 0;
}
EventsManager::~EventsManager() {
}
/**
* Set the cursor to show
*/
void EventsManager::setCursor(CursorType cursorId) {
_cursorId = cursorId;
// TODO: Cursor handling
}
/**
* Show the mouse cursor
*/
void EventsManager::showCursor() {
CursorMan.showMouse(true);
}
/**
* Hide the mouse cursor
*/
void EventsManager::hideCursor() {
CursorMan.showMouse(false);
}
/**
* Returns true if the mouse cursor is visible
*/
bool EventsManager::isCursorVisible() {
return CursorMan.isVisible();
}
/**
* Check for any pending events
*/
void EventsManager::pollEvents() {
checkForNextFrameCounter();
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
// Handle keypress
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 {
_pendingKeys.push(event.kbd);
}
return;
case Common::EVENT_KEYUP:
return;
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_RBUTTONDOWN:
_mouseClicked = true;
return;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
_mouseClicked = false;
return;
case Common::EVENT_MOUSEMOVE:
_mousePos = event.mouse;
break;
default:
break;
}
}
}
/**
* Poll for events and introduce a small delay, to allow the system to
* yield to other running programs
*/
void EventsManager::pollEventsAndWait() {
pollEvents();
g_system->delayMillis(10);
}
/**
* Check whether it's time to display the next screen frame
*/
bool EventsManager::checkForNextFrameCounter() {
// Check for next game frame
uint32 milli = g_system->getMillis();
if ((milli - _priorFrameTime) >= GAME_FRAME_TIME) {
++_frameCounter;
_priorFrameTime = milli;
// Give time to the debugger
_vm->_debugger->onFrame();
// Display the frame
_vm->_screen->update();
// Signal the ScummVM debugger
_vm->_debugger->onFrame();
return true;
}
return false;
}
/**
* Clear any current keypress or mouse click
*/
void EventsManager::clearEvents() {
_pendingKeys.clear();
_mouseClicked = false;
}
/**
* Delay for a given number of game frames, where each frame is 1/60th of a second
*/
void EventsManager::wait(int numFrames) {
uint32 totalMilli = numFrames * 1000 / GAME_FRAME_RATE;
delay(totalMilli);
}
bool EventsManager::delay(uint32 time, bool interruptable) {
uint32 delayEnd = g_system->getMillis() + time;
while (!_vm->shouldQuit() && g_system->getMillis() < delayEnd) {
pollEventsAndWait();
if (interruptable && (isKeyPressed() || _mouseClicked)) {
clearEvents();
return false;
}
}
return true;
}
/**
* Wait for the next frame
*/
void EventsManager::waitForNextFrame() {
_mouseClicked = false;
_mouseButtons = 0;
bool mouseClicked = false;
int mouseButtons = 0;
uint32 frameCtr = getFrameCounter();
while (!_vm->shouldQuit() && frameCtr == _frameCounter) {
pollEventsAndWait();
mouseClicked |= _mouseClicked;
mouseButtons |= _mouseButtons;
}
_mouseClicked = mouseClicked;
_mouseButtons = mouseButtons;
}
} // End of namespace MADS