scummvm/engines/sci/event.cpp
md5 bd64c5078c SCI: Cleaned up kMapKeyToDir and removed an incorrect heuristic
The heuristic in question was used to detect the pseudo mouse control
functionality, however the change in controls seems to have occurred with the
transition to cursor views. Fixes keypad control in Conquest of the Longbow.
Moreover, the code also checked for key scan code 76 when checking for the middle
keypad button, which seems to be a mistake, as that case never occurred.
2011-02-15 15:46:15 +02:00

364 lines
12 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "common/events.h"
#include "common/file.h"
#include "sci/sci.h"
#include "sci/event.h"
#include "sci/console.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
namespace Sci {
EventManager::EventManager(bool fontIsExtended) : _fontIsExtended(fontIsExtended), _modifierStates(0) {
}
EventManager::~EventManager() {
}
struct ScancodeRow {
int offset;
const char *keys;
};
const ScancodeRow s_scancodeRows[] = {
{ 0x10, "QWERTYUIOP[]" },
{ 0x1e, "ASDFGHJKL;'\\" },
{ 0x2c, "ZXCVBNM,./" }
};
static int altify(int ch) {
// Calculates a PC keyboard scancode from a character */
int row;
int c = toupper((char)ch);
for (row = 0; row < ARRAYSIZE(s_scancodeRows); row++) {
const char *keys = s_scancodeRows[row].keys;
int offset = s_scancodeRows[row].offset;
while (*keys) {
if (*keys == c)
return offset << 8;
offset++;
keys++;
}
}
return ch;
}
const byte codepagemap_88591toDOS[0x80] = {
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x8x
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x9x
'?', 0xad, 0x9b, 0x9c, '?', 0x9d, '?', 0x9e, '?', '?', 0xa6, 0xae, 0xaa, '?', '?', '?', // 0xAx
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', 0xa7, 0xaf, 0xac, 0xab, '?', 0xa8, // 0xBx
'?', '?', '?', '?', 0x8e, 0x8f, 0x92, 0x80, '?', 0x90, '?', '?', '?', '?', '?', '?', // 0xCx
'?', 0xa5, '?', '?', '?', '?', 0x99, '?', '?', '?', '?', '?', 0x9a, '?', '?', 0xe1, // 0xDx
0x85, 0xa0, 0x83, '?', 0x84, 0x86, 0x91, 0x87, 0x8a, 0x82, 0x88, 0x89, 0x8d, 0xa1, 0x8c, 0x8b, // 0xEx
'?', 0xa4, 0x95, 0xa2, 0x93, '?', 0x94, '?', '?', 0x97, 0xa3, 0x96, 0x81, '?', '?', 0x98 // 0xFx
};
struct SciKeyConversion {
Common::KeyCode scummVMKey;
int sciKeyNumlockOff;
int sciKeyNumlockOn;
};
const SciKeyConversion keyMappings[] = {
{ Common::KEYCODE_UP , SCI_KEY_UP , SCI_KEY_UP },
{ Common::KEYCODE_DOWN , SCI_KEY_DOWN , SCI_KEY_DOWN },
{ Common::KEYCODE_RIGHT , SCI_KEY_RIGHT , SCI_KEY_RIGHT },
{ Common::KEYCODE_LEFT , SCI_KEY_LEFT , SCI_KEY_LEFT },
{ Common::KEYCODE_INSERT , SCI_KEY_INSERT , SCI_KEY_INSERT },
{ Common::KEYCODE_HOME , SCI_KEY_HOME , SCI_KEY_HOME },
{ Common::KEYCODE_END , SCI_KEY_END , SCI_KEY_END },
{ Common::KEYCODE_PAGEUP , SCI_KEY_PGUP , SCI_KEY_PGUP },
{ Common::KEYCODE_PAGEDOWN , SCI_KEY_PGDOWN , SCI_KEY_PGDOWN },
{ Common::KEYCODE_DELETE , SCI_KEY_DELETE , SCI_KEY_DELETE },
// Keypad
{ Common::KEYCODE_KP0 , SCI_KEY_INSERT , '0' },
{ Common::KEYCODE_KP1 , SCI_KEY_END , '1' },
{ Common::KEYCODE_KP2 , SCI_KEY_DOWN , '2' },
{ Common::KEYCODE_KP3 , SCI_KEY_PGDOWN , '3' },
{ Common::KEYCODE_KP4 , SCI_KEY_LEFT , '4' },
{ Common::KEYCODE_KP5 , SCI_KEY_CENTER , '5' },
{ Common::KEYCODE_KP6 , SCI_KEY_RIGHT , '6' },
{ Common::KEYCODE_KP7 , SCI_KEY_HOME , '7' },
{ Common::KEYCODE_KP8 , SCI_KEY_UP , '8' },
{ Common::KEYCODE_KP9 , SCI_KEY_PGUP , '9' },
{ Common::KEYCODE_KP_PERIOD , SCI_KEY_DELETE , '.' },
{ Common::KEYCODE_KP_ENTER , SCI_KEY_ENTER , SCI_KEY_ENTER },
{ Common::KEYCODE_KP_PLUS , '+' , '+' },
{ Common::KEYCODE_KP_MINUS , '-' , '-' },
{ Common::KEYCODE_KP_MULTIPLY , '*' , '*' },
{ Common::KEYCODE_KP_DIVIDE , '/' , '/' },
};
SciEvent EventManager::getScummVMEvent() {
SciEvent input = { SCI_EVENT_NONE, 0, 0, 0 };
Common::EventManager *em = g_system->getEventManager();
Common::Event ev;
bool found = em->pollEvent(ev);
Common::Point p = ev.mouse;
// Don't generate events for mouse movement
while (found && ev.type == Common::EVENT_MOUSEMOVE) {
found = em->pollEvent(ev);
}
if (found && ev.type != Common::EVENT_MOUSEMOVE) {
int modifiers = em->getModifierState();
bool numlockOn = (ev.kbd.flags & Common::KBD_NUM);
// We add the modifier key status to buckybits
//TODO: SCI_EVM_INSERT
input.modifiers =
((modifiers & Common::KBD_ALT) ? SCI_KEYMOD_ALT : 0) |
((modifiers & Common::KBD_CTRL) ? SCI_KEYMOD_CTRL : 0) |
((modifiers & Common::KBD_SHIFT) ? SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT : 0) |
((ev.kbd.flags & Common::KBD_CAPS) ? SCI_KEYMOD_CAPSLOCK : 0) |
((ev.kbd.flags & Common::KBD_SCRL) ? SCI_KEYMOD_SCRLOCK : 0) |
_modifierStates;
switch (ev.type) {
// Keyboard events
case Common::EVENT_KEYDOWN:
input.data = ev.kbd.keycode;
input.character = ev.kbd.ascii;
// Debug console
if (ev.kbd.hasFlags(Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d) {
// Open debug console
Console *con = g_sci->getSciDebugger();
con->attach();
// Clear keyboard event
input.type = SCI_EVENT_NONE;
input.character = 0;
input.data = 0;
input.modifiers = 0;
return input;
}
if (!(input.data & 0xFF00)) {
// Directly accept most common keys without conversion
input.type = SCI_EVENT_KEYBOARD;
if ((input.character >= 0x80) && (input.character <= 0xFF)) {
// If there is no extended font, we will just clear the current event
// Sierra SCI actually accepted those characters, but didn't display them inside textedit-controls
// because the characters were missing inside the font(s)
// We filter them out for non-multilingual games because of that
if (!_fontIsExtended) {
input.type = SCI_EVENT_NONE;
input.character = 0;
input.data = 0;
input.modifiers = 0;
return input;
}
// We get a 8859-1 character, we need dos (cp850/437) character for multilingual sci01 games
input.character = codepagemap_88591toDOS[input.character & 0x7f];
}
if (input.data == Common::KEYCODE_TAB) {
// Tab
input.type = SCI_EVENT_KEYBOARD;
input.data = SCI_KEY_TAB;
if (input.modifiers & (SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT))
input.character = SCI_KEY_SHIFT_TAB;
else
input.character = SCI_KEY_TAB;
}
if (input.data == Common::KEYCODE_DELETE) {
// Delete key
input.type = SCI_EVENT_KEYBOARD;
input.data = input.character = SCI_KEY_DELETE;
}
} else if ((input.data >= Common::KEYCODE_F1) && input.data <= Common::KEYCODE_F10) {
// F1-F10
input.type = SCI_EVENT_KEYBOARD;
// SCI_K_F1 == 59 << 8
// SCI_K_SHIFT_F1 == 84 << 8
input.data = SCI_KEY_F1 + ((input.data - Common::KEYCODE_F1)<<8);
if (input.modifiers & (SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT))
input.character = input.data + 0x1900;
else
input.character = input.data;
} else {
// Special keys that need conversion
input.type = SCI_EVENT_KEYBOARD;
for (int i = 0; i < ARRAYSIZE(keyMappings); i++) {
if (keyMappings[i].scummVMKey == ev.kbd.keycode) {
input.data = numlockOn ? keyMappings[i].sciKeyNumlockOn : keyMappings[i].sciKeyNumlockOff;
break;
}
}
input.character = input.data;
}
break;
// Mouse events
case Common::EVENT_LBUTTONDOWN:
input.type = SCI_EVENT_MOUSE_PRESS;
input.data = 1;
break;
case Common::EVENT_RBUTTONDOWN:
input.type = SCI_EVENT_MOUSE_PRESS;
input.data = 2;
break;
case Common::EVENT_MBUTTONDOWN:
input.type = SCI_EVENT_MOUSE_PRESS;
input.data = 3;
break;
case Common::EVENT_LBUTTONUP:
input.type = SCI_EVENT_MOUSE_RELEASE;
input.data = 1;
break;
case Common::EVENT_RBUTTONUP:
input.type = SCI_EVENT_MOUSE_RELEASE;
input.data = 2;
break;
case Common::EVENT_MBUTTONUP:
input.type = SCI_EVENT_MOUSE_RELEASE;
input.data = 3;
break;
// Misc events
case Common::EVENT_QUIT:
input.type = SCI_EVENT_QUIT;
break;
default:
break;
}
}
return input;
}
void EventManager::updateScreen() {
// Update the screen here, since it's called very often.
// Throttle the screen update rate to 60fps.
EngineState *s = g_sci->getEngineState();
if (g_system->getMillis() - s->_screenUpdateTime >= 1000 / 60) {
g_system->updateScreen();
s->_screenUpdateTime = g_system->getMillis();
// Throttle the checking of shouldQuit() to 60fps as well, since
// Engine::shouldQuit() invokes 2 virtual functions
// (EventManager::shouldQuit() and EventManager::shouldRTL()),
// which is very expensive to invoke constantly without any
// throttling at all.
if (g_engine->shouldQuit())
s->abortScriptProcessing = kAbortQuitGame;
}
}
SciEvent EventManager::getSciEvent(unsigned int mask) {
//sci_event_t error_event = { SCI_EVT_ERROR, 0, 0, 0 };
SciEvent event = { 0, 0, 0, 0 };
EventManager::updateScreen();
// Get all queued events from graphics driver
do {
event = getScummVMEvent();
if (event.type != SCI_EVENT_NONE)
_events.push_back(event);
} while (event.type != SCI_EVENT_NONE);
// Search for matching event in queue
Common::List<SciEvent>::iterator iter = _events.begin();
while (iter != _events.end() && !((*iter).type & mask))
++iter;
if (iter != _events.end()) {
// Event found
event = *iter;
// If not peeking at the queue, remove the event
if (!(mask & SCI_EVENT_PEEK)) {
_events.erase(iter);
}
} else {
// No event found: we must return a SCI_EVT_NONE event.
// Because event.type is SCI_EVT_NONE already here,
// there is no need to change it.
}
if (event.type == SCI_EVENT_KEYBOARD) {
// Do we still have to translate the key?
// When Ctrl AND Alt are pressed together with a regular key, Linux will give us control-key, Windows will give
// us the actual key. My opinion is that windows is right, because under DOS the keys worked the same, anyway
// we support the other case as well
if (event.modifiers & SCI_KEYMOD_ALT) {
if (event.character < 27)
event.character += 96; // 0x01 -> 'a'
}
if (getSciVersion() <= SCI_VERSION_1_MIDDLE) {
// TODO: find out if altify is also not needed for sci1late+, couldnt find any game that uses those keys
// Scancodify if appropriate
if (event.modifiers & SCI_KEYMOD_ALT) {
event.character = altify(event.character);
} else if (event.modifiers & SCI_KEYMOD_CTRL) {
if (event.character < 27)
event.character += 96; // 0x01 -> 'a'
}
}
}
return event;
}
void SciEngine::sleep(uint32 msecs) {
uint32 time;
const uint32 wakeup_time = g_system->getMillis() + msecs;
while (true) {
// let backend process events and update the screen
_eventMan->getSciEvent(SCI_EVENT_PEEK);
time = g_system->getMillis();
if (time + 10 < wakeup_time) {
g_system->delayMillis(10);
} else {
if (time < wakeup_time)
g_system->delayMillis(wakeup_time - time);
break;
}
}
}
} // End of namespace Sci