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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/system.h"
#include "ultima/shared/early/ultima_early.h"
#include "ultima/shared/early/game_base.h"
#include "ultima/shared/engine/debugger.h"
#include "ultima/shared/engine/messages.h"
#include "ultima/shared/core/mouse_cursor.h"
#include "ultima/shared/gfx/font.h"
#include "ultima/shared/gfx/text_cursor.h"
#include "ultima/shared/gfx/text_input.h"
#include "ultima/shared/gfx/visual_container.h"
namespace Ultima {
namespace Shared {
GameBase::GameBase(): _currentView(nullptr), _pendingPopup(nullptr), _font(nullptr), _priorLeftDownTime(0),
_priorMiddleDownTime(0), _priorRightDownTime(0), _inputHandler(this), _inputTranslator(&_inputHandler),
_videoMode(0), _textCursor(nullptr) {
}
GameBase::~GameBase() {
delete _font;
delete _textCursor;
}
int GameBase::getSavegameSlot() {
return 0;
}
void GameBase::mouseChanged() {
}
void GameBase::onIdle() {
// Handle any drawing updates
update();
}
#define HANDLE_MESSAGE(METHOD) \
_inputTranslator.METHOD(g_vm->_events->getSpecialButtons(), mousePos); \
mouseChanged()
void GameBase::mouseMove(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
HANDLE_MESSAGE(mouseMove);
}
void GameBase::leftButtonDown(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
if ((g_vm->_events->getTicksCount() - _priorLeftDownTime) < DOUBLE_CLICK_TIME) {
_priorLeftDownTime = 0;
leftButtonDoubleClick(mousePos);
} else {
_priorLeftDownTime = g_vm->_events->getTicksCount();
HANDLE_MESSAGE(leftButtonDown);
}
}
void GameBase::leftButtonUp(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
HANDLE_MESSAGE(leftButtonUp);
}
void GameBase::leftButtonDoubleClick(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
HANDLE_MESSAGE(leftButtonDoubleClick);
}
void GameBase::middleButtonDown(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
if ((g_vm->_events->getTicksCount() - _priorMiddleDownTime) < DOUBLE_CLICK_TIME) {
_priorMiddleDownTime = 0;
middleButtonDoubleClick(mousePos);
} else {
_priorMiddleDownTime = g_vm->_events->getTicksCount();
HANDLE_MESSAGE(middleButtonDown);
}
}
void GameBase::middleButtonUp(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
HANDLE_MESSAGE(middleButtonUp);
}
void GameBase::middleButtonDoubleClick(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
HANDLE_MESSAGE(middleButtonDoubleClick);
}
void GameBase::rightButtonDown(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
if ((g_vm->_events->getTicksCount() - _priorRightDownTime) < DOUBLE_CLICK_TIME) {
_priorRightDownTime = 0;
rightButtonDoubleClick(mousePos);
} else {
_priorRightDownTime = g_vm->_events->getTicksCount();
HANDLE_MESSAGE(rightButtonDown);
}
}
void GameBase::rightButtonUp(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
HANDLE_MESSAGE(rightButtonUp);
}
void GameBase::mouseWheel(const Point &mousePos, bool wheelUp) {
if (!isMouseControlEnabled())
return;
_inputTranslator.mouseWheel(wheelUp, mousePos);
mouseChanged();
}
void GameBase::rightButtonDoubleClick(const Point &mousePos) {
if (!isMouseControlEnabled())
return;
HANDLE_MESSAGE(rightButtonDoubleClick);
}
void GameBase::keyDown(Common::KeyState keyState) {
_inputTranslator.keyDown(keyState);
}
void GameBase::setView(Gfx::VisualItem *view) {
_currentView = view;
}
void GameBase::setView(const Common::String &viewName) {
Gfx::VisualItem *view = dynamic_cast<Gfx::VisualItem *>(findByName(viewName));
if (view != _currentView) {
_currentView = view;
assert(_currentView);
// Signal the view that it's now active
CShowMsg showMsg;
showMsg.execute(_currentView);
}
}
void GameBase::setPopup(Gfx::Popup *popup) {
assert(!_pendingPopup);
_pendingPopup = popup;
}
void GameBase::update() {
if (_currentView) {
// Signal the next frame
CFrameMsg frameMsg(g_vm->_events->getTicksCount());
frameMsg.execute(_currentView);
// Draw the view
if (_currentView->isDirty()) {
_currentView->draw();
_currentView->clearDirty();
} else if (_pendingPopup) {
// There's a pending popup to display, so make it active
_currentView = _pendingPopup;
_pendingPopup = nullptr;
CShowMsg showMsg;
showMsg.execute(_currentView);
}
// Allow the text cursor to update
_textCursor->update();
}
}
void GameBase::changeView(const Common::String &name) {
Gfx::VisualItem *newView = dynamic_cast<Gfx::VisualItem *>(findByName(name));
assert(newView);
// Hide the current view
CHideMsg hideMsg(_currentView, true);
hideMsg.execute(_currentView, nullptr, MSGFLAG_SCAN);
if (hideMsg._fadeOut) {
// TODO: Fade out
}
// Show the new view
_currentView = newView;
CShowMsg showMsg(_currentView, true);
showMsg.execute(_currentView, nullptr, MSGFLAG_SCAN);
_currentView->draw();
if (showMsg._fadeIn) {
// TODO: Fade in
}
}
void GameBase::setFont(Gfx::Font *font) {
delete _font;
_font = font;
}
uint GameBase::getRandomNumber(uint max) {
return g_vm->getRandomNumber(max);
}
uint GameBase::getRandomNumber(uint min, uint max) {
return g_vm->getRandomNumber(min, max);
}
void GameBase::sleep(uint time) {
g_vm->_events->sleep(time);
}
uint32 GameBase::getMillis() const {
return g_system->getMillis();
}
void GameBase::synchronize(Common::Serializer &s) {
_priorLeftDownTime = 0;
_priorMiddleDownTime = 0;
_priorRightDownTime = 0;
}
} // End of namespace Shared
} // End of namespace Ultima
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