scummvm/engines/saga/input.cpp
2008-01-05 12:45:14 +00:00

161 lines
4.5 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 "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/console.h"
#include "saga/interface.h"
#include "saga/render.h"
#include "saga/scene.h"
#include "saga/script.h"
#include "saga/isomap.h"
#include "common/events.h"
#include "common/system.h"
namespace Saga {
int SagaEngine::processInput() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
if (event.kbd.flags == Common::KBD_CTRL) {
if (event.kbd.keycode == Common::KEYCODE_d)
_console->attach();
}
if (_interface->_textInput || _interface->_statusTextInput) {
_interface->processAscii(event.kbd);
return SUCCESS;
}
switch (event.kbd.keycode) {
case Common::KEYCODE_HASH:
case Common::KEYCODE_BACKQUOTE:
case Common::KEYCODE_QUOTE: // tilde ("~")
_console->attach();
break;
case Common::KEYCODE_r:
_interface->draw();
break;
#if 0
case Common::KEYCODE_KP_MINUS:
case Common::KEYCODE_KP_PLUS:
case Common::KEYCODE_UP:
case Common::KEYCODE_DOWN:
case Common::KEYCODE_RIGHT:
case Common::KEYCODE_LEFT:
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->_viewDiff += (event.kbd.keycode == Common::KEYCODE_KP_PLUS) - (event.kbd.keycode == Common::KEYCODE_KP_MINUS);
_vm->_isoMap->_viewScroll.y += (_vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_DOWN) - _vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_UP));
_vm->_isoMap->_viewScroll.x += (_vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_RIGHT) - _vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_LEFT));
}
break;
#endif
case Common::KEYCODE_F1:
_render->toggleFlag(RF_SHOW_FPS);
_actor->_handleActionDiv = (_actor->_handleActionDiv == 15) ? 50 : 15;
break;
case Common::KEYCODE_F2:
_render->toggleFlag(RF_PALETTE_TEST);
break;
case Common::KEYCODE_F3:
_render->toggleFlag(RF_TEXT_TEST);
break;
case Common::KEYCODE_F4:
_render->toggleFlag(RF_OBJECTMAP_TEST);
break;
case Common::KEYCODE_F5:
if (_interface->getSaveReminderState() > 0)
_interface->setMode(kPanelOption);
break;
case Common::KEYCODE_F6:
_render->toggleFlag(RF_ACTOR_PATH_TEST);
break;
case Common::KEYCODE_F7:
//_actor->frameTest();
break;
case Common::KEYCODE_F8:
break;
case Common::KEYCODE_F9:
_interface->keyBoss();
break;
// Actual game keys
case Common::KEYCODE_SPACE:
_actor->abortSpeech();
break;
case Common::KEYCODE_PAUSE:
case Common::KEYCODE_z:
_render->toggleFlag(RF_RENDERPAUSE);
break;
default:
_interface->processAscii(event.kbd);
break;
}
break;
case Common::EVENT_LBUTTONUP:
_leftMouseButtonPressed = false;
break;
case Common::EVENT_RBUTTONUP:
_rightMouseButtonPressed = false;
break;
case Common::EVENT_LBUTTONDOWN:
_leftMouseButtonPressed = true;
_interface->update(event.mouse, UPDATE_LEFTBUTTONCLICK);
break;
case Common::EVENT_RBUTTONDOWN:
_rightMouseButtonPressed = true;
_interface->update(event.mouse, UPDATE_RIGHTBUTTONCLICK);
break;
case Common::EVENT_WHEELUP:
_interface->update(event.mouse, UPDATE_WHEELUP);
break;
case Common::EVENT_WHEELDOWN:
_interface->update(event.mouse, UPDATE_WHEELDOWN);
break;
case Common::EVENT_MOUSEMOVE:
break;
case Common::EVENT_QUIT:
shutDown();
break;
default:
break;
}
}
return SUCCESS;
}
Point SagaEngine::mousePos() const {
return _eventMan->getMousePos();
}
} // End of namespace Saga