Split up the interruptableDelay method into two methods, making the version in events.cpp more generic

svn-id: r29070
This commit is contained in:
Paul Gilbert 2007-09-23 22:14:45 +00:00
parent 155d85b3b6
commit 01bfaaa765
3 changed files with 26 additions and 10 deletions

View file

@ -59,18 +59,34 @@ bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySiz
Palette p(paletteId);
_screen.paletteFadeIn(&p);
bool result = events.interruptableDelay(delaySize);
bool result = interruptableDelay(delaySize);
if (events.quitFlag) return true;
_screen.paletteFadeOut();
return result;
}
// interruptableDelay
// Delays for a given number of milliseconds. If it returns true, it indicates that
// the Escape has been pressed to abort whatever sequence is being displayed
bool Introduction::interruptableDelay(uint32 milliseconds) {
Events &events = Events::getReference();
if (events.interruptableDelay(milliseconds)) {
if (events.type() == Common::EVENT_KEYDOWN)
return events.event().kbd.keycode == 27;
else if (events.type() == Common::EVENT_LBUTTONDOWN)
return false;
}
return false;
}
// show
// Main method for the introduction sequence
bool Introduction::show() {
Events &events = Events::getReference();
_screen.setPaletteEmpty();
// Initial game company and then game screen
@ -104,13 +120,13 @@ bool Introduction::show() {
anim = new AnimationSequence(_screen, _system, curr_anim->resourceId,
coll.getPalette(curr_anim->paletteIndex), fadeIn);
if (curr_anim->initialPause != 0)
if (events.interruptableDelay(curr_anim->initialPause * 1000 / 50)) return true;
if (interruptableDelay(curr_anim->initialPause * 1000 / 50)) return true;
result = false;
switch (anim->show()) {
case ABORT_NONE:
if (curr_anim->endingPause != 0) {
result = events.interruptableDelay(curr_anim->endingPause * 1000 / 50);
result = interruptableDelay(curr_anim->endingPause * 1000 / 50);
}
break;
@ -134,9 +150,9 @@ bool Introduction::show() {
result = false;
anim = new AnimationSequence(_screen, _system, 0x48, coll.getPalette(4), false);
do {
result = events.interruptableDelay(2000);
result = interruptableDelay(2000);
_screen.paletteFadeOut();
if (!result) result = events.interruptableDelay(500);
if (!result) result = interruptableDelay(500);
if (result) break;
} while (anim->step());
delete anim;