scummvm/engines/nancy/input.cpp
2021-12-26 18:48:43 +01:00

265 lines
8.2 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/translation.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymap.h"
#include "backends/keymapper/standard-actions.h"
#include "engines/nancy/nancy.h"
#include "engines/nancy/input.h"
namespace Nancy {
void InputManager::processEvents() {
using namespace Common;
Common::Event event;
_inputs &= ~(NancyInput::kLeftMouseButtonDown | NancyInput::kLeftMouseButtonUp | NancyInput::kRightMouseButtonDown | NancyInput::kRightMouseButtonUp);
_otherKbdInput.clear();
while (g_nancy->getEventManager()->pollEvent(event)) {
switch (event.type) {
case EVENT_KEYDOWN:
if (event.kbd.keycode == KEYCODE_q && event.kbd.flags & Common::KBD_CTRL) {
// Quit
g_nancy->quitGame();
} else {
// Push all other keyboard events into an array and let getInput() callers handle them
_otherKbdInput.push_back(event.kbd);
}
break;
case EVENT_CUSTOM_ENGINE_ACTION_START:
_inputBeginState = g_nancy->getState();
switch (event.customType) {
case kNancyActionLeftClick:
_inputs |= NancyInput::kLeftMouseButtonDown;
_inputs |= NancyInput::kLeftMouseButtonHeld;
break;
case kNancyActionRightClick:
_inputs |= NancyInput::kRightMouseButtonDown;
_inputs |= NancyInput::kRightMouseButtonHeld;
break;
case kNancyActionMoveUp:
_inputs |= NancyInput::kMoveUp;
break;
case kNancyActionMoveDown:
_inputs |= NancyInput::kMoveDown;
break;
case kNancyActionMoveLeft:
_inputs |= NancyInput::kMoveLeft;
break;
case kNancyActionMoveRight:
_inputs |= NancyInput::kMoveRight;
break;
case kNancyActionMoveFast:
_inputs |= NancyInput::kMoveFastModifier;
break;
case kNancyActionRequestCheatMenu:
g_nancy->callCheatMenu(false);
break;
case kNancyActionRequestEventMenu:
g_nancy->callCheatMenu(true);
break;
default:
break;
}
break;
case EVENT_CUSTOM_ENGINE_ACTION_END:
switch (event.customType) {
case kNancyActionLeftClick:
_inputs |= NancyInput::kLeftMouseButtonUp;
_inputs &= ~NancyInput::kLeftMouseButtonHeld;
break;
case kNancyActionRightClick:
_inputs |= NancyInput::kRightMouseButtonUp;
_inputs &= ~NancyInput::kRightMouseButtonHeld;
break;
case kNancyActionMoveUp:
_inputs &= ~NancyInput::kMoveUp;
break;
case kNancyActionMoveDown:
_inputs &= ~NancyInput::kMoveDown;
break;
case kNancyActionMoveLeft:
_inputs &= ~NancyInput::kMoveLeft;
break;
case kNancyActionMoveRight:
_inputs &= ~NancyInput::kMoveRight;
break;
case kNancyActionMoveFast:
_inputs &= ~NancyInput::kMoveFastModifier;
break;
default:
break;
}
break;
default:
break;
}
}
if (_inputs == 0 && _otherKbdInput.size() == 0) {
_inputBeginState = NancyState::kNone;
}
}
NancyInput InputManager::getInput() const {
NancyInput ret;
// Filter out inputs that began in other states; e.g. if the mouse was pushed and held down
// in a previous state, the button up event won't fire. Right now we simply block all events
// until everything's clear, but if that causes problems the fix should be easy.
if (_inputBeginState == g_nancy->getState()) {
ret.input = _inputs;
ret.otherKbdInput = _otherKbdInput;
} else {
ret.input = 0;
}
if (_mouseEnabled) {
ret.mousePos = g_nancy->getEventManager()->getMousePos();
} else {
ret.eatMouseInput();
}
return ret;
}
void InputManager::forceCleanInput() {
_inputs = 0;
_otherKbdInput.clear();
}
void InputManager::initKeymaps(Common::KeymapArray &keymaps) {
using namespace Common;
using namespace Nancy;
Keymap *mainKeymap = new Keymap(Keymap::kKeymapTypeGame, "nancy-main", "Nancy Drew");
Keymap *debugKeymap = new Keymap(Keymap::kKeymapTypeGame, "nancy-debug", "Nancy Drew - Debug/Cheat Shortcuts");
Action *act;
act = new Action(kStandardActionLeftClick, _("Left Click Interact"));
act->setLeftClickEvent();
act->setCustomEngineActionEvent(kNancyActionLeftClick);
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
mainKeymap->addAction(act);
act = new Action(kStandardActionRightClick, _("Right Click Interact"));
act->setRightClickEvent();
act->setCustomEngineActionEvent(kNancyActionRightClick);
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
mainKeymap->addAction(act);
act = new Action(kStandardActionMoveUp, _("Move up"));
act->setCustomEngineActionEvent(kNancyActionMoveUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
mainKeymap->addAction(act);
act = new Action(kStandardActionMoveDown, _("Move down"));
act->setCustomEngineActionEvent(kNancyActionMoveDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
mainKeymap->addAction(act);
act = new Action(kStandardActionMoveLeft, _("Move left"));
act->setCustomEngineActionEvent(kNancyActionMoveLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
mainKeymap->addAction(act);
act = new Action(kStandardActionMoveRight, _("Move right"));
act->setCustomEngineActionEvent(kNancyActionMoveRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
mainKeymap->addAction(act);
act = new Action("FASTM", _("Fast move modifier"));
act->setCustomEngineActionEvent(kNancyActionMoveFast);
act->addDefaultInputMapping("LCTRL");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
mainKeymap->addAction(act);
// Debug shortcuts
act = new Action("FASTC", _("Toggle fast conversation mode"));
act->setCustomEngineActionEvent(kNancyActionFastConvoToggle);
act->addDefaultInputMapping("C+S+TAB+f");
debugKeymap->addAction(act);
act = new Action("ENDC", _("Toggle end conversation mode"));
act->setCustomEngineActionEvent(kNancyActionEndConvoToggle);
act->addDefaultInputMapping("C+S+TAB+e");
debugKeymap->addAction(act);
act = new Action("MMENU", _("Go to main menu"));
act->setCustomEngineActionEvent(kNancyActionRequestMainMenu);
act->addDefaultInputMapping("C+S+TAB+F2");
debugKeymap->addAction(act);
act = new Action("LDSV", _("Go to save/load menu"));
act->setCustomEngineActionEvent(kNancyActionRequestSaveLoad);
act->addDefaultInputMapping("C+S+TAB+F3");
debugKeymap->addAction(act);
act = new Action("RLDSV", _("Reload last save"));
act->setCustomEngineActionEvent(kNancyActionReloadSave);
act->addDefaultInputMapping("C+S+TAB+F4");
debugKeymap->addAction(act);
act = new Action("SETUP", _("Go to setup menu"));
act->setCustomEngineActionEvent(kNancyActionRequestSetupMenu);
act->addDefaultInputMapping("C+S+TAB+F6");
debugKeymap->addAction(act);
act = new Action("CRED", _("Show credits"));
act->setCustomEngineActionEvent(kNancyActionRequestCredits);
act->addDefaultInputMapping("C+S+TAB+F7");
debugKeymap->addAction(act);
act = new Action("MAP", _("Go to map screen"));
act->setCustomEngineActionEvent(kNancyActionRequestMap);
act->addDefaultInputMapping("C+S+TAB+F8");
act->addDefaultInputMapping("C+S+TAB+m");
debugKeymap->addAction(act);
act = new Action("CHEAT", _("Open general cheat menu"));
act->setCustomEngineActionEvent(kNancyActionRequestCheatMenu);
act->addDefaultInputMapping("C+S+TAB+c");
debugKeymap->addAction(act);
act = new Action("EVENT", _("Open event flags cheat menu"));
act->setCustomEngineActionEvent(kNancyActionRequestEventMenu);
act->addDefaultInputMapping("C+S+TAB+v");
debugKeymap->addAction(act);
keymaps.push_back(mainKeymap);
keymaps.push_back(debugKeymap);
}
} // End of namespace Nancy