mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
161 lines
4.5 KiB
C++
161 lines
4.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/actor.h"
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#include "saga/console.h"
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#include "saga/interface.h"
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#include "saga/render.h"
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#include "saga/scene.h"
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#include "saga/script.h"
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#include "saga/isomap.h"
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#include "common/events.h"
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#include "common/system.h"
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namespace Saga {
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int SagaEngine::processInput() {
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Common::Event event;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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if (event.kbd.hasFlags(Common::KBD_CTRL)) {
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if (event.kbd.keycode == Common::KEYCODE_d)
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_console->attach();
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}
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if (_interface->_textInput || _interface->_statusTextInput) {
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_interface->processAscii(event.kbd);
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return SUCCESS;
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}
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switch (event.kbd.keycode) {
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case Common::KEYCODE_HASH:
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case Common::KEYCODE_BACKQUOTE:
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case Common::KEYCODE_TILDE: // tilde ("~")
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_console->attach();
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break;
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case Common::KEYCODE_r:
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_interface->draw();
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break;
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#if 0
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case Common::KEYCODE_KP_MINUS:
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case Common::KEYCODE_KP_PLUS:
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case Common::KEYCODE_UP:
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_LEFT:
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if (_vm->_scene->getFlags() & kSceneFlagISO) {
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_vm->_isoMap->_viewDiff += (event.kbd.keycode == Common::KEYCODE_KP_PLUS) - (event.kbd.keycode == Common::KEYCODE_KP_MINUS);
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_vm->_isoMap->_viewScroll.y += (_vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_DOWN) - _vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_UP));
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_vm->_isoMap->_viewScroll.x += (_vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_RIGHT) - _vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_LEFT));
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}
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break;
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#endif
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#ifdef SAGA_DEBUG
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case Common::KEYCODE_F1:
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_render->toggleFlag(RF_SHOW_FPS);
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_actor->_handleActionDiv = (_actor->_handleActionDiv == 15) ? 50 : 15;
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break;
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case Common::KEYCODE_F2:
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_render->toggleFlag(RF_PALETTE_TEST);
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break;
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case Common::KEYCODE_F3:
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_render->toggleFlag(RF_TEXT_TEST);
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break;
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case Common::KEYCODE_F4:
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_render->toggleFlag(RF_OBJECTMAP_TEST);
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break;
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#endif
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case Common::KEYCODE_F5:
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if (_interface->getSaveReminderState() > 0)
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_interface->setMode(kPanelOption);
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break;
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#ifdef SAGA_DEBUG
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case Common::KEYCODE_F6:
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_render->toggleFlag(RF_ACTOR_PATH_TEST);
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break;
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case Common::KEYCODE_F7:
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//_actor->frameTest();
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break;
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case Common::KEYCODE_F8:
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break;
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#endif
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case Common::KEYCODE_F9:
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_interface->keyBoss();
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break;
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// Actual game keys
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case Common::KEYCODE_SPACE:
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_actor->abortSpeech();
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break;
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case Common::KEYCODE_PAUSE:
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case Common::KEYCODE_z:
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_render->toggleFlag(RF_RENDERPAUSE);
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break;
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default:
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_interface->processAscii(event.kbd);
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break;
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}
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break;
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case Common::EVENT_LBUTTONUP:
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_leftMouseButtonPressed = false;
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break;
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case Common::EVENT_RBUTTONUP:
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_rightMouseButtonPressed = false;
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break;
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case Common::EVENT_LBUTTONDOWN:
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_leftMouseButtonPressed = true;
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_interface->update(event.mouse, UPDATE_LEFTBUTTONCLICK);
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break;
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case Common::EVENT_RBUTTONDOWN:
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_rightMouseButtonPressed = true;
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_interface->update(event.mouse, UPDATE_RIGHTBUTTONCLICK);
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break;
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case Common::EVENT_WHEELUP:
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_interface->update(event.mouse, UPDATE_WHEELUP);
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break;
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case Common::EVENT_WHEELDOWN:
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_interface->update(event.mouse, UPDATE_WHEELDOWN);
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break;
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case Common::EVENT_MOUSEMOVE:
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break;
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default:
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break;
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}
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}
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return SUCCESS;
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}
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Point SagaEngine::mousePos() const {
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return _eventMan->getMousePos();
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}
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} // End of namespace Saga
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