mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 06:39:17 +00:00
14f338e2dd
It seems the issues on AmigaOS aren't actually caused by the new code. Reverting the revert.
638 lines
18 KiB
C++
638 lines
18 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 "common/events.h"
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#include "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#include "agi/text.h"
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namespace Agi {
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//
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// IBM-PC keyboard scancodes
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//
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const uint8 scancodeTable[26] = {
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30, // A
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48, // B
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46, // C
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32, // D
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18, // E
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33, // F
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34, // G
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35, // H
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23, // I
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36, // J
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37, // K
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38, // L
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50, // M
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49, // N
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24, // O
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25, // P
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16, // Q
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19, // R
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31, // S
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20, // T
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22, // U
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47, // V
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17, // W
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45, // X
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21, // Y
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44 // Z
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};
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void AgiEngine::processEvents() {
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Common::Event event;
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int key = 0;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_PREDICTIVE_DIALOG:
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showPredictiveDialog();
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break;
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case Common::EVENT_LBUTTONDOWN:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_BUTTON_LEFT;
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_mouse.button = kAgiMouseButtonLeft;
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keyEnqueue(key);
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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}
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break;
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case Common::EVENT_RBUTTONDOWN:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_BUTTON_RIGHT;
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_mouse.button = kAgiMouseButtonRight;
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keyEnqueue(key);
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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}
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break;
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case Common::EVENT_WHEELUP:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_WHEEL_UP;
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keyEnqueue(key);
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}
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break;
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case Common::EVENT_WHEELDOWN:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_WHEEL_DOWN;
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keyEnqueue(key);
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}
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break;
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case Common::EVENT_MOUSEMOVE:
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if (_game.mouseEnabled) {
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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if (!_game.mouseFence.isEmpty()) {
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if (_mouse.pos.x < _game.mouseFence.left)
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_mouse.pos.x = _game.mouseFence.left;
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if (_mouse.pos.x > _game.mouseFence.right)
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_mouse.pos.x = _game.mouseFence.right;
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if (_mouse.pos.y < _game.mouseFence.top)
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_mouse.pos.y = _game.mouseFence.top;
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if (_mouse.pos.y > _game.mouseFence.bottom)
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_mouse.pos.y = _game.mouseFence.bottom;
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g_system->warpMouse(_mouse.pos.x, _mouse.pos.y);
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}
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}
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break;
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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if (_game.mouseEnabled) {
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_mouse.button = kAgiMouseButtonUp;
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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}
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break;
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case Common::EVENT_KEYDOWN:
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if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) {
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_console->attach();
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break;
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}
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key = event.kbd.ascii;
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if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
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if (!(event.kbd.flags & Common::KBD_NUM)) {
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// HACK: Num-Lock not enabled
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// We shouldn't get a valid ascii code in these cases. We fix it here, so that cursor keys
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// on the numpad work properly.
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key = 0;
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}
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}
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if ((key) && (key <= 0xFF)) {
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// No special key, directly accept it
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// Is ISO-8859-1, we need lower 128 characters only, which is plain ASCII, so no mapping required
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if (Common::isAlpha(key)) {
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// Key is A-Z.
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// Map Ctrl-A to 1, Ctrl-B to 2, etc.
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if (event.kbd.flags & Common::KBD_CTRL) {
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key = toupper(key) - 'A' + 1;
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} else if (event.kbd.flags & Common::KBD_ALT) {
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// Map Alt-A, Alt-B etc. to special scancode values according to an internal scancode table.
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key = scancodeTable[toupper(key) - 'A'] << 8;
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}
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}
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} else {
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key = 0;
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switch (event.kbd.keycode) {
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_KP4:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_LEFT;
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break;
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_KP6:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_RIGHT;
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break;
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case Common::KEYCODE_UP:
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case Common::KEYCODE_KP8:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_UP;
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break;
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_KP2:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_DOWN;
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break;
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case Common::KEYCODE_PAGEUP:
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case Common::KEYCODE_KP9:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_UP_RIGHT;
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break;
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case Common::KEYCODE_PAGEDOWN:
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case Common::KEYCODE_KP3:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_DOWN_RIGHT;
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break;
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case Common::KEYCODE_HOME:
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case Common::KEYCODE_KP7:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_UP_LEFT;
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break;
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case Common::KEYCODE_END:
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case Common::KEYCODE_KP1:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_DOWN_LEFT;
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break;
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case Common::KEYCODE_KP5:
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key = AGI_KEY_STATIONARY;
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break;
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case Common::KEYCODE_F1:
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key = AGI_KEY_F1;
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break;
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case Common::KEYCODE_F2:
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key = AGI_KEY_F2;
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break;
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case Common::KEYCODE_F3:
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key = AGI_KEY_F3;
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break;
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case Common::KEYCODE_F4:
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key = AGI_KEY_F4;
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break;
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case Common::KEYCODE_F5:
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key = AGI_KEY_F5;
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break;
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case Common::KEYCODE_F6:
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key = AGI_KEY_F6;
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break;
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case Common::KEYCODE_F7:
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key = AGI_KEY_F7;
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break;
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case Common::KEYCODE_F8:
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key = AGI_KEY_F8;
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break;
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case Common::KEYCODE_F9:
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key = AGI_KEY_F9;
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break;
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case Common::KEYCODE_F10:
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key = AGI_KEY_F10;
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break;
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case Common::KEYCODE_F11:
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key = AGI_KEY_F11;
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break;
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case Common::KEYCODE_F12:
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key = AGI_KEY_F12;
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break;
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case Common::KEYCODE_KP_ENTER:
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key = AGI_KEY_ENTER;
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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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if (key)
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keyEnqueue(key);
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break;
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case Common::EVENT_KEYUP:
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if (_egoHoldKey)
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_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY].direction = 0;
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default:
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break;
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}
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}
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}
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/**
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* Raw key grabber.
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* poll_keyboard() is the raw key grabber (above the gfx driver, that is).
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* It handles console keys and insulates AGI from the console. In the main
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* loop, handle_keys() handles keyboard input and ego movement.
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*/
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int AgiEngine::doPollKeyboard() {
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int key = 0;
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// If a key is ready, rip it
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if (isKeypress()) {
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key = getKeypress();
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debugC(3, kDebugLevelInput, "key %02x pressed", key);
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}
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return key;
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}
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int16 AgiEngine::getSpecialMenuControllerSlot() {
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int16 controllerSlotESC = -1;
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int16 controllerSlotSpecial = -1;
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for (uint16 curMapping = 0; curMapping < MAX_CONTROLLER_KEYMAPPINGS; curMapping++) {
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if (_game.controllerKeyMapping[curMapping].keycode == _game.specialMenuTriggerKey) {
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if (controllerSlotSpecial < 0) {
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controllerSlotSpecial = _game.controllerKeyMapping[curMapping].controllerSlot;
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}
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}
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if (_game.controllerKeyMapping[curMapping].keycode == AGI_MENU_TRIGGER_PC) {
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if (controllerSlotESC < 0) {
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controllerSlotESC = _game.controllerKeyMapping[curMapping].controllerSlot;
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}
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}
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}
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if (controllerSlotSpecial >= 0) {
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// special menu controller slot found
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if (controllerSlotSpecial != controllerSlotESC) {
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// not the same as the ESC slot (is the same in Manhunter AppleIIgs, we need to replace "pause"
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if (controllerSlotSpecial >= 10) {
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// slot needs to be at least 10
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// Atari ST SQ1 maps the special key, but doesn't trigger any menu with it
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// the controller slot in this case is 8.
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return controllerSlotSpecial;
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}
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}
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}
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return -1;
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}
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bool AgiEngine::handleMouseClicks(uint16 &key) {
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// No mouse click? -> exit
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if (key != AGI_MOUSE_BUTTON_LEFT)
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return false;
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Common::Rect displayLineRect(DISPLAY_WIDTH, FONT_DISPLAY_HEIGHT);
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int16 statusRow = _text->statusRow_Get();
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displayLineRect.moveTo(0, statusRow * FONT_DISPLAY_HEIGHT);
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if (displayLineRect.contains(_mouse.pos)) {
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if (getFlag(VM_FLAG_MENUS_WORK) && _menu->isAvailable()) {
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warning("click on status line -> menu TODO");
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// TODO: menu
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// This should be done in a better way as in simulate ESC key
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// Sierra seems to have hardcoded it in some way, but we would have to verify, what flags
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// they checked. The previous way wasn't accurate. Mouse support for menu is missing atm anyway.
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//if ((getflag(VM_FLAG_MENUS_WORK) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) {
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// newInputMode(INPUTMODE_MENU);
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// return true;
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//}
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key = 0; // eat event
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return true;
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}
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}
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if (_text->promptIsEnabled() && (!cycleInnerLoopIsActive()) ) {
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// Prompt is currently enabled, but no inner loop is active
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int16 promptRow = _text->promptRow_Get();
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displayLineRect.moveTo(0, promptRow * FONT_DISPLAY_HEIGHT);
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if (displayLineRect.contains(_mouse.pos)) {
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// and user clicked within the line of the prompt
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showPredictiveDialog();
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key = 0; // eat event
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return true;
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}
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}
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if (cycleInnerLoopIsActive()) {
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// inner loop active, check what kind of loop it is. Then process / forward it
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switch (_game.cycleInnerLoopType) {
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case CYCLE_INNERLOOP_GETSTRING:
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case CYCLE_INNERLOOP_GETNUMBER: {
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// process in here
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int16 stringRow, stringColumn, stringMaxLen;
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_text->stringPos_Get(stringRow, stringColumn);
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stringMaxLen = _text->stringGetMaxLen();
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Common::Rect displayRect(stringMaxLen * FONT_DISPLAY_WIDTH, FONT_DISPLAY_HEIGHT);
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displayRect.moveTo(stringColumn * FONT_DISPLAY_WIDTH, stringRow * FONT_DISPLAY_HEIGHT);
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if (displayRect.contains(_mouse.pos)) {
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// user clicked inside the input space
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showPredictiveDialog();
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key = 0; // eat event
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return true;
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}
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break;
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}
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case CYCLE_INNERLOOP_INVENTORY:
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// TODO: forward
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break;
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case CYCLE_INNERLOOP_MENU:
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// TODO: forward
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break;
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case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
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// TODO: forward
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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 false;
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}
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bool AgiEngine::handleController(uint16 key) {
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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if (key == 0) // nothing pressed
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return false;
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// This previously skipped processing, when ESC was pressed and called menu directly.
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// This original approach was bad, because games check different flags before actually allowing the
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// user to enter the menu. We checked a few common flags, like for example the availability of the prompt.
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// But this stopped the user being able to enter the menu, when the original interpreter actually allowed it.
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// We now instead implement this feature using another way for those platforms.
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if (key == AGI_KEY_ESCAPE) {
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// Escape pressed, user probably wants to trigger the menu
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// For PC, just passing ASCII code for ESC will normally trigger a controller
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// and the scripts will then trigger the menu
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// For other platforms, ESC was handled by platforms to trigger "pause game" instead
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// We need to change ESC to a platform specific code to make it work properly.
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//
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// There are exceptions though. Mixed Up Mother Goose on AppleIIgs for example actually sets up
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// ESC for pause only. That's why we also check, if the key is actually mapped to a controller.
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// For this special case, we actually replace the pause function with a menu trigger.
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// Replacing "pause" all the time wouldn't work out as well, becaue games like KQ1 on Apple IIgs
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// actually disable "pause" when ego has been killed, which means we wouldn't be able to access
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// the menu anymore in that case.
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if (_menu->isAvailable()) {
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// menu is actually available
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if (_game.specialMenuTriggerKey) {
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int16 specialMenuControllerSlot = getSpecialMenuControllerSlot();
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if (specialMenuControllerSlot >= 0) {
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// menu trigger found, trigger it now
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_game.controllerOccured[specialMenuControllerSlot] = true;
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return true;
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}
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}
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// Otherwise go on and look for the ESC controller
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}
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}
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// AGI 3.149 games, The Black Cauldron and King's Quest 4 need KEY_ESCAPE to use menus
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// Games with the GF_ESCPAUSE flag need KEY_ESCAPE to pause the game
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// (key == KEY_ESCAPE && getVersion() != 0x3149 && getGameID() != GID_BC && getGameID() != GID_KQ4 && !(getFeatures() & GF_ESCPAUSE)) )
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// return false;
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if ((getGameID() == GID_MH1 || getGameID() == GID_MH2) && (key == AGI_KEY_ENTER) &&
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(_game.inputMode == INPUTMODE_NONE)) {
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key = 0x20; // Set Enter key to Space in Manhunter when there's no text input
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}
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debugC(3, kDebugLevelInput, "key = %04x", key);
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for (uint16 curMapping = 0; curMapping < MAX_CONTROLLER_KEYMAPPINGS; curMapping++) {
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if (_game.controllerKeyMapping[curMapping].keycode == key) {
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debugC(3, kDebugLevelInput, "event %d: key press", _game.controllerKeyMapping[curMapping].controllerSlot);
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_game.controllerOccured[_game.controllerKeyMapping[curMapping].controllerSlot] = true;
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return true;
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}
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}
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int16 newDirection = 0;
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switch (key) {
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case AGI_KEY_UP:
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newDirection = 1;
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break;
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case AGI_KEY_DOWN:
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newDirection = 5;
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break;
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case AGI_KEY_LEFT:
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newDirection = 7;
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break;
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case AGI_KEY_RIGHT:
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newDirection = 3;
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break;
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case AGI_KEY_UP_RIGHT:
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newDirection = 2;
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break;
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case AGI_KEY_DOWN_RIGHT:
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newDirection = 4;
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break;
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case AGI_KEY_UP_LEFT:
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newDirection = 8;
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break;
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case AGI_KEY_DOWN_LEFT:
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newDirection = 6;
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break;
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default:
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break;
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}
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if (_game.playerControl) {
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if (!(getFeatures() & GF_AGIMOUSE)) {
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// Handle mouse button events
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if (!_game.mouseHidden) {
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if (key == AGI_MOUSE_BUTTON_LEFT) {
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if (getGameID() == GID_PQ1 && getVar(VM_VAR_CURRENT_ROOM) == 116) {
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// WORKAROUND: Special handling for mouse clicks in the newspaper
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// screen of PQ1. Fixes bug #3018770.
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newDirection = 3; // fake a right arrow key (next page)
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} else {
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// Click-to-walk mouse interface
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//v->flags |= fAdjEgoXY;
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// setting fAdjEgoXY here will at least break "climbing the log" in SQ2
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// in case you walked to the log by using the mouse, so don't!!!
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int16 egoDestinationX = _mouse.pos.x;
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int16 egoDestinationY = _mouse.pos.y;
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adjustPosToGameScreen(egoDestinationX, egoDestinationY);
|
|
|
|
screenObjEgo->motionType = kMotionEgo;
|
|
if (egoDestinationX < (screenObjEgo->xSize / 2)) {
|
|
screenObjEgo->move_x = -1;
|
|
} else {
|
|
screenObjEgo->move_x = egoDestinationX - (screenObjEgo->xSize / 2);
|
|
}
|
|
screenObjEgo->move_y = egoDestinationY;
|
|
screenObjEgo->move_stepSize = screenObjEgo->stepSize;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newDirection || key == AGI_KEY_STATIONARY) {
|
|
// TODO: not sure, what original AGI did with AdjEgoXY
|
|
screenObjEgo->flags &= ~fAdjEgoXY;
|
|
if (screenObjEgo->direction == newDirection) {
|
|
setVar(VM_VAR_EGO_DIRECTION, 0);
|
|
} else {
|
|
setVar(VM_VAR_EGO_DIRECTION, newDirection);
|
|
}
|
|
if (_game.playerControl) {
|
|
screenObjEgo->motionType = kMotionNormal;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AgiEngine::showPredictiveDialog() {
|
|
GUI::PredictiveDialog predictiveDialog;
|
|
|
|
inGameTimerPause();
|
|
predictiveDialog.runModal();
|
|
inGameTimerResume();
|
|
|
|
Common::String predictiveResult(predictiveDialog.getResult());
|
|
uint16 predictiveResultLen = predictiveResult.size();
|
|
if (predictiveResult.size()) {
|
|
// User actually entered something
|
|
for (int16 resultPos = 0; resultPos < predictiveResultLen; resultPos++) {
|
|
keyEnqueue(predictiveResult[resultPos]);
|
|
}
|
|
if (!cycleInnerLoopIsActive()) {
|
|
if (_text->promptIsEnabled()) {
|
|
// add ENTER, when the input is probably meant for the prompt
|
|
keyEnqueue(AGI_KEY_ENTER);
|
|
}
|
|
} else {
|
|
switch (_game.cycleInnerLoopType) {
|
|
case CYCLE_INNERLOOP_GETSTRING:
|
|
case CYCLE_INNERLOOP_GETNUMBER:
|
|
// add ENTER, when the input is probably meant for GetString/GetNumber
|
|
keyEnqueue(AGI_KEY_ENTER);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int AgiEngine::waitKey() {
|
|
int key = 0;
|
|
|
|
clearKeyQueue();
|
|
|
|
debugC(3, kDebugLevelInput, "waiting...");
|
|
while (!(shouldQuit() || _restartGame || getFlag(VM_FLAG_RESTORE_JUST_RAN))) {
|
|
pollTimer();
|
|
key = doPollKeyboard();
|
|
if (key == AGI_KEY_ENTER || key == AGI_KEY_ESCAPE || key == AGI_MOUSE_BUTTON_LEFT)
|
|
break;
|
|
|
|
pollTimer();
|
|
|
|
g_system->updateScreen();
|
|
}
|
|
|
|
// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
|
|
// Fixes bug #2823759
|
|
_game.keypress = 0;
|
|
|
|
return key;
|
|
}
|
|
|
|
int AgiEngine::waitAnyKey() {
|
|
int key = 0;
|
|
|
|
clearKeyQueue();
|
|
|
|
debugC(3, kDebugLevelInput, "waiting... (any key)");
|
|
while (!(shouldQuit() || _restartGame)) {
|
|
pollTimer();
|
|
key = doPollKeyboard();
|
|
if (key)
|
|
break;
|
|
g_system->updateScreen();
|
|
}
|
|
|
|
// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
|
|
_game.keypress = 0;
|
|
|
|
return key;
|
|
}
|
|
|
|
bool AgiEngine::isKeypress() {
|
|
processEvents();
|
|
return _keyQueueStart != _keyQueueEnd;
|
|
}
|
|
|
|
int AgiEngine::getKeypress() {
|
|
int k;
|
|
|
|
while (_keyQueueStart == _keyQueueEnd) // block
|
|
pollTimer();
|
|
|
|
keyDequeue(k);
|
|
|
|
return k;
|
|
}
|
|
|
|
void AgiEngine::clearKeyQueue() {
|
|
while (isKeypress()) {
|
|
getKeypress();
|
|
}
|
|
}
|
|
|
|
} // End of namespace Agi
|