scummvm/engines/asylum/gamestate.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.
*
* $URL$
* $Id$
*
*/
#include "asylum/gamestate.h"
namespace Asylum {
GameState::GameState(Screen *screen, Sound *sound, uint8 sceneIdx): _screen(screen), _sound(sound) {
_sceneIdx = sceneIdx;
_scene = new SceneResource;
if (_scene->load(_sceneIdx)) {
_text = new Text(_screen);
_resPack = new ResourcePack(sceneIdx);
char musPackFileName[10];
sprintf(musPackFileName, "mus.%03d", sceneIdx);
_musPack = new ResourcePack(musPackFileName);
}
_cursorResource = new GraphicResource(_resPack, kCursorUpLeftArrow);
}
GameState::~GameState() {
delete _cursorResource;
delete _bgResource;
delete _musPack;
delete _resPack;
delete _text;
delete _scene;
}
void GameState::enterScene() {
_screen->setPalette(_resPack, _scene->getWorldStats()->_commonRes.palette);
_bgResource = new GraphicResource(_resPack, _scene->getWorldStats()->_commonRes.backgroundImage);
GraphicFrame *bg = _bgResource->getFrame(0);
_screen->copyToBackBuffer((byte *)bg->surface.pixels, 0, 0, bg->surface.w, bg->surface.h);
_cursorStep = 1;
_curMouseCursor = 0;
_screen->setCursor(_cursorResource, 0);
_screen->showCursor();
}
void GameState::handleEvent(Common::Event *event, bool doUpdate) {
_ev = event;
switch (_ev->type) {
case Common::EVENT_MOUSEMOVE:
_mouseX = _ev->mouse.x;
_mouseY = _ev->mouse.y;
break;
case Common::EVENT_LBUTTONUP:
_leftClick = true;
break;
}
if (doUpdate || _leftClick)
update();
}
void GameState::updateCursor() {
_curMouseCursor += _cursorStep;
if (_curMouseCursor == 0)
_cursorStep = 1;
if (_curMouseCursor == _cursorResource->getFrameCount() - 1)
_cursorStep = -1;
_screen->setCursor(_cursorResource, _curMouseCursor);
}
void GameState::update() {
// TODO
//updateCursor();
}
} // end of namespace Asylum