Made use of full Common::KeyState in SCUMM (there is still lots of room for improvements, though)

svn-id: r27656
This commit is contained in:
Max Horn 2007-06-23 10:46:32 +00:00
parent 4e4358e8c3
commit 3ce5f8abf3

View File

@ -93,7 +93,7 @@ void ScummEngine::parseEvents() {
// FIXME: Handle this specific property inside processKeyboard ?
_keyPressed = event.kbd;
_keyPressed.ascii = event.kbd.keycode + 154;
} else if (event.kbd.ascii == Common::KEYCODE_F1 && (_game.id == GID_CMI && !(_game.features & GF_DEMO))) {
} else if (event.kbd.keycode == Common::KEYCODE_F1 && (_game.id == GID_CMI && !(_game.features & GF_DEMO))) {
// FIXME: support in-game menu screen. For now, this remaps F1 to F5 in COMI
// FIXME: Handle this specific property inside processKeyboard ?
_keyPressed = Common::KeyState(Common::KEYCODE_F5, Common::ASCII_F5);
@ -246,8 +246,8 @@ void ScummEngine::clearClickedStatus() {
void ScummEngine_v0::processInput() {
// F1 - F3
if (_keyPressed.ascii >= Common::ASCII_F1 && _keyPressed.ascii <= Common::ASCII_F3) {
switchActor(_keyPressed.ascii - Common::ASCII_F1);
if (_keyPressed.keycode >= Common::KEYCODE_F1 && _keyPressed.keycode <= Common::KEYCODE_F3) {
switchActor(_keyPressed.keycode - Common::KEYCODE_F1);
}
ScummEngine::processInput();
@ -358,7 +358,7 @@ void ScummEngine::processInput() {
void ScummEngine_v8::processKeyboard(Common::KeyState lastKeyHit) {
// Alt-F5 brings up the original save/load dialog
if (lastKeyHit.ascii == 440 && !(_game.features & GF_DEMO)) {
if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT && !(_game.features & GF_DEMO)) {
lastKeyHit = Common::KeyState(Common::KEYCODE_F1, Common::ASCII_F1);
}
@ -429,12 +429,7 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
#endif
void ScummEngine_v6::processKeyboard(Common::KeyState lastKeyHit) {
printf("lastKeyHit ascii %d, keycode %d, flags %d\n", lastKeyHit.ascii, lastKeyHit.keycode, lastKeyHit.flags);
if (lastKeyHit.ascii == 20) {
// FIXME: The 20 seems to indicate Ctrl-T. Of course this is a
// rather ugly way to detect it -- modifier + ascii code would
// be a *lot* cleaner...
if (lastKeyHit.keycode == Common::KEYCODE_t && lastKeyHit.flags == Common::KBD_CTRL) {
SubtitleSettingsDialog dialog(this, _voiceMode);
_voiceMode = runDialog(dialog);
@ -466,13 +461,13 @@ printf("lastKeyHit ascii %d, keycode %d, flags %d\n", lastKeyHit.ascii, lastKeyH
void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) {
if (lastKeyHit.ascii == ' ') { // space
pauseGame();
} else if (lastKeyHit.ascii == Common::ASCII_F5) {
} else if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == 0) {
mainMenuDialog();
} else if (lastKeyHit.ascii == Common::ASCII_F8) {
} else if (lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.flags == 0) {
confirmRestartDialog();
} else {
if ((_game.version == 0 && lastKeyHit.ascii == 27) ||
if ((_game.version == 0 && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) ||
(VAR_CUTSCENEEXIT_KEY != 0xFF && lastKeyHit.ascii == Common::ASCII_F1-1+VAR(VAR_CUTSCENEEXIT_KEY))) {
abortCutscene();
} else {
@ -482,8 +477,7 @@ void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) {
// Alt-F5 brings up the original save/load dialog
// FIXME -- use keycode + flags instead
if (lastKeyHit.ascii == 440) {
if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT) {
lastKeyHit = Common::KeyState(Common::KEYCODE_F5, Common::ASCII_F5);
}
@ -492,10 +486,10 @@ void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) {
// 1) Verb 2) Scene 3) Inv. 4) Key
// 5) Sentence Bar
if (VAR_KEYPRESS != 0xFF && lastKeyHit.ascii) { // Key Input
if (Common::ASCII_F1 <= lastKeyHit.ascii && lastKeyHit.ascii <= Common::ASCII_F9) {
if (VAR_KEYPRESS != 0xFF && lastKeyHit.keycode) { // Key Input
if (Common::KEYCODE_F1 <= lastKeyHit.keycode && lastKeyHit.keycode <= Common::KEYCODE_F12) {
// Convert F-Keys for V1/V2 games (they start at 1 instead of at ASCII_F1)
VAR(VAR_KEYPRESS) = lastKeyHit.ascii - Common::ASCII_F1 + 1;
VAR(VAR_KEYPRESS) = lastKeyHit.ascii - Common::KEYCODE_F1 + 1;
} else {
VAR(VAR_KEYPRESS) = lastKeyHit.ascii;
}
@ -504,7 +498,7 @@ void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) {
}
void ScummEngine_v3::processKeyboard(Common::KeyState lastKeyHit) {
if (_game.platform == Common::kPlatformFMTowns && lastKeyHit.ascii == Common::ASCII_F8) {
if (_game.platform == Common::kPlatformFMTowns && lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.flags == 0) {
confirmRestartDialog();
} else {
// Fall back to default behavior
@ -542,7 +536,7 @@ void ScummEngine::processKeyboard(Common::KeyState lastKeyHit) {
// Alt-F5 brings up the original save/load dialog.
if (lastKeyHit.ascii == 440 && _game.version > 2 && _game.version < 8) {
if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT && _game.version > 2 && _game.version < 8) {
// FIXME
lastKeyHit = Common::KeyState((Common::KeyCode)saveloadkey);