mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 02:36:27 +00:00
18dd5e5128
Regression from 906f024831
.
Fixes bug #3533069.
342 lines
12 KiB
C++
342 lines
12 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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* 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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* 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/system.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "sci/sci.h"
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#include "sci/event.h"
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#include "sci/console.h"
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#include "sci/engine/state.h"
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#include "sci/engine/kernel.h"
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#include "sci/graphics/screen.h"
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namespace Sci {
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struct ScancodeRow {
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int offset;
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const char *keys;
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};
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const ScancodeRow s_scancodeRows[] = {
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{ 0x10, "QWERTYUIOP[]" },
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{ 0x1e, "ASDFGHJKL;'\\" },
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{ 0x2c, "ZXCVBNM,./" }
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};
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const byte codepagemap_88591toDOS[0x80] = {
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'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x8x
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'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x9x
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'?', 0xad, 0x9b, 0x9c, '?', 0x9d, '?', 0x9e, '?', '?', 0xa6, 0xae, 0xaa, '?', '?', '?', // 0xAx
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'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', 0xa7, 0xaf, 0xac, 0xab, '?', 0xa8, // 0xBx
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'?', '?', '?', '?', 0x8e, 0x8f, 0x92, 0x80, '?', 0x90, '?', '?', '?', '?', '?', '?', // 0xCx
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'?', 0xa5, '?', '?', '?', '?', 0x99, '?', '?', '?', '?', '?', 0x9a, '?', '?', 0xe1, // 0xDx
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0x85, 0xa0, 0x83, '?', 0x84, 0x86, 0x91, 0x87, 0x8a, 0x82, 0x88, 0x89, 0x8d, 0xa1, 0x8c, 0x8b, // 0xEx
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'?', 0xa4, 0x95, 0xa2, 0x93, '?', 0x94, '?', '?', 0x97, 0xa3, 0x96, 0x81, '?', '?', 0x98 // 0xFx
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};
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struct SciKeyConversion {
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Common::KeyCode scummVMKey;
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int sciKeyNumlockOff;
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int sciKeyNumlockOn;
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};
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const SciKeyConversion keyMappings[] = {
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{ Common::KEYCODE_UP , SCI_KEY_UP , SCI_KEY_UP },
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{ Common::KEYCODE_DOWN , SCI_KEY_DOWN , SCI_KEY_DOWN },
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{ Common::KEYCODE_RIGHT , SCI_KEY_RIGHT , SCI_KEY_RIGHT },
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{ Common::KEYCODE_LEFT , SCI_KEY_LEFT , SCI_KEY_LEFT },
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{ Common::KEYCODE_INSERT , SCI_KEY_INSERT , SCI_KEY_INSERT },
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{ Common::KEYCODE_HOME , SCI_KEY_HOME , SCI_KEY_HOME },
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{ Common::KEYCODE_END , SCI_KEY_END , SCI_KEY_END },
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{ Common::KEYCODE_PAGEUP , SCI_KEY_PGUP , SCI_KEY_PGUP },
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{ Common::KEYCODE_PAGEDOWN , SCI_KEY_PGDOWN , SCI_KEY_PGDOWN },
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{ Common::KEYCODE_DELETE , SCI_KEY_DELETE , SCI_KEY_DELETE },
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// Keypad
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{ Common::KEYCODE_KP0 , SCI_KEY_INSERT , '0' },
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{ Common::KEYCODE_KP1 , SCI_KEY_END , '1' },
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{ Common::KEYCODE_KP2 , SCI_KEY_DOWN , '2' },
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{ Common::KEYCODE_KP3 , SCI_KEY_PGDOWN , '3' },
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{ Common::KEYCODE_KP4 , SCI_KEY_LEFT , '4' },
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{ Common::KEYCODE_KP5 , SCI_KEY_CENTER , '5' },
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{ Common::KEYCODE_KP6 , SCI_KEY_RIGHT , '6' },
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{ Common::KEYCODE_KP7 , SCI_KEY_HOME , '7' },
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{ Common::KEYCODE_KP8 , SCI_KEY_UP , '8' },
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{ Common::KEYCODE_KP9 , SCI_KEY_PGUP , '9' },
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{ Common::KEYCODE_KP_PERIOD , SCI_KEY_DELETE , '.' },
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{ Common::KEYCODE_KP_ENTER , SCI_KEY_ENTER , SCI_KEY_ENTER },
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{ Common::KEYCODE_KP_PLUS , '+' , '+' },
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{ Common::KEYCODE_KP_MINUS , '-' , '-' },
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{ Common::KEYCODE_KP_MULTIPLY , '*' , '*' },
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{ Common::KEYCODE_KP_DIVIDE , '/' , '/' },
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};
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struct MouseEventConversion {
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Common::EventType commonType;
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short sciType;
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short data;
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};
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const MouseEventConversion mouseEventMappings[] = {
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{ Common::EVENT_LBUTTONDOWN, SCI_EVENT_MOUSE_PRESS, 1 },
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{ Common::EVENT_RBUTTONDOWN, SCI_EVENT_MOUSE_PRESS, 2 },
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{ Common::EVENT_MBUTTONDOWN, SCI_EVENT_MOUSE_PRESS, 3 },
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{ Common::EVENT_LBUTTONUP, SCI_EVENT_MOUSE_RELEASE, 1 },
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{ Common::EVENT_RBUTTONUP, SCI_EVENT_MOUSE_RELEASE, 2 },
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{ Common::EVENT_MBUTTONUP, SCI_EVENT_MOUSE_RELEASE, 3 }
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};
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EventManager::EventManager(bool fontIsExtended) : _fontIsExtended(fontIsExtended) {
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}
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EventManager::~EventManager() {
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}
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static int altify(int ch) {
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// Calculates a PC keyboard scancode from a character */
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int row;
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int c = toupper((char)ch);
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for (row = 0; row < ARRAYSIZE(s_scancodeRows); row++) {
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const char *keys = s_scancodeRows[row].keys;
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int offset = s_scancodeRows[row].offset;
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while (*keys) {
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if (*keys == c)
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return offset << 8;
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offset++;
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keys++;
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}
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}
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return ch;
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}
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SciEvent EventManager::getScummVMEvent() {
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SciEvent input = { SCI_EVENT_NONE, 0, 0, 0, Common::Point(0, 0) };
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SciEvent noEvent = { SCI_EVENT_NONE, 0, 0, 0, Common::Point(0, 0) };
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Common::EventManager *em = g_system->getEventManager();
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Common::Event ev;
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bool found = em->pollEvent(ev);
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// Don't generate events for mouse movement
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while (found && ev.type == Common::EVENT_MOUSEMOVE)
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found = em->pollEvent(ev);
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// Save the mouse position
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//
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// We call getMousePos of the event manager here, since we also want to
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// store the mouse position in case of keyboard events, which do not feature
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// any mouse position information itself.
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// This should be safe, since the mouse position in the event manager should
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// only be updated when a mouse related event has been taken from the queue
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// via pollEvent.
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// We also adjust the position based on the scaling of the screen.
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Common::Point mousePos = em->getMousePos();
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g_sci->_gfxScreen->adjustBackUpscaledCoordinates(mousePos.y, mousePos.x);
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noEvent.mousePos = input.mousePos = mousePos;
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if (!found || ev.type == Common::EVENT_MOUSEMOVE)
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return noEvent;
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if (ev.type == Common::EVENT_QUIT) {
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input.type = SCI_EVENT_QUIT;
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return input;
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}
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// Handle mouse events
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for (int i = 0; i < ARRAYSIZE(mouseEventMappings); i++) {
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if (mouseEventMappings[i].commonType == ev.type) {
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input.type = mouseEventMappings[i].sciType;
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input.data = mouseEventMappings[i].data;
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return input;
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}
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}
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// If we reached here, make sure that it's a keydown event
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if (ev.type != Common::EVENT_KEYDOWN)
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return noEvent;
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// Check for Control-D (debug console)
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if (ev.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_SHIFT) && ev.kbd.keycode == Common::KEYCODE_d) {
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// Open debug console
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Console *con = g_sci->getSciDebugger();
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con->attach();
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return noEvent;
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}
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// Process keyboard events
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int modifiers = em->getModifierState();
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bool numlockOn = (ev.kbd.flags & Common::KBD_NUM);
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input.data = ev.kbd.keycode;
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input.character = ev.kbd.ascii;
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input.type = SCI_EVENT_KEYBOARD;
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input.modifiers =
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((modifiers & Common::KBD_ALT) ? SCI_KEYMOD_ALT : 0) |
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((modifiers & Common::KBD_CTRL) ? SCI_KEYMOD_CTRL : 0) |
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((modifiers & Common::KBD_SHIFT) ? SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT : 0);
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// Caps lock and Scroll lock have been removed, cause we already handle upper
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// case keys ad Scroll lock doesn't seem to be used anywhere
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//((ev.kbd.flags & Common::KBD_CAPS) ? SCI_KEYMOD_CAPSLOCK : 0) |
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//((ev.kbd.flags & Common::KBD_SCRL) ? SCI_KEYMOD_SCRLOCK : 0) |
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if (!(input.data & 0xFF00)) {
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// Directly accept most common keys without conversion
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if ((input.character >= 0x80) && (input.character <= 0xFF)) {
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// If there is no extended font, we will just clear the
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// current event.
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// Sierra SCI actually accepted those characters, but
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// didn't display them inside text edit controls because
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// the characters were missing inside the font(s).
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// We filter them out for non-multilingual games because
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// of that.
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if (!_fontIsExtended)
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return noEvent;
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// Convert 8859-1 characters to DOS (cp850/437) for
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// multilingual SCI01 games
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input.character = codepagemap_88591toDOS[input.character & 0x7f];
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}
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if (input.data == Common::KEYCODE_TAB) {
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input.character = input.data = SCI_KEY_TAB;
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if (modifiers & Common::KBD_SHIFT)
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input.character = SCI_KEY_SHIFT_TAB;
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}
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if (input.data == Common::KEYCODE_DELETE)
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input.data = input.character = SCI_KEY_DELETE;
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} else if ((input.data >= Common::KEYCODE_F1) && input.data <= Common::KEYCODE_F10) {
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// SCI_K_F1 == 59 << 8
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// SCI_K_SHIFT_F1 == 84 << 8
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input.character = input.data = SCI_KEY_F1 + ((input.data - Common::KEYCODE_F1)<<8);
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if (modifiers & Common::KBD_SHIFT)
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input.character = input.data + 0x1900;
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} else {
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// Special keys that need conversion
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for (int i = 0; i < ARRAYSIZE(keyMappings); i++) {
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if (keyMappings[i].scummVMKey == ev.kbd.keycode) {
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input.character = input.data = numlockOn ? keyMappings[i].sciKeyNumlockOn : keyMappings[i].sciKeyNumlockOff;
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break;
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}
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}
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}
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// When Ctrl AND Alt are pressed together with a regular key, Linux will give us control-key, Windows will give
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// us the actual key. My opinion is that windows is right, because under DOS the keys worked the same, anyway
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// we support the other case as well
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if ((modifiers & Common::KBD_ALT) && input.character > 0 && input.character < 27)
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input.character += 96; // 0x01 -> 'a'
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// Scancodify if appropriate
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if (modifiers & Common::KBD_ALT)
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input.character = altify(input.character);
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else if ((modifiers & Common::KBD_CTRL) && input.character > 0 && input.character < 27)
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input.character += 96; // 0x01 -> 'a'
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// If no actual key was pressed (e.g. if only a modifier key was pressed),
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// ignore the event
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if (!input.character)
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return noEvent;
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return input;
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}
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void EventManager::updateScreen() {
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// Update the screen here, since it's called very often.
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// Throttle the screen update rate to 60fps.
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EngineState *s = g_sci->getEngineState();
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if (g_system->getMillis() - s->_screenUpdateTime >= 1000 / 60) {
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g_system->updateScreen();
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s->_screenUpdateTime = g_system->getMillis();
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// Throttle the checking of shouldQuit() to 60fps as well, since
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// Engine::shouldQuit() invokes 2 virtual functions
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// (EventManager::shouldQuit() and EventManager::shouldRTL()),
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// which is very expensive to invoke constantly without any
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// throttling at all.
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if (g_engine->shouldQuit())
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s->abortScriptProcessing = kAbortQuitGame;
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}
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}
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SciEvent EventManager::getSciEvent(unsigned int mask) {
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SciEvent event = { 0, 0, 0, 0, Common::Point(0, 0) };
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EventManager::updateScreen();
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// Get all queued events from graphics driver
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do {
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event = getScummVMEvent();
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if (event.type != SCI_EVENT_NONE)
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_events.push_back(event);
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} while (event.type != SCI_EVENT_NONE);
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// Search for matching event in queue
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Common::List<SciEvent>::iterator iter = _events.begin();
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while (iter != _events.end() && !((*iter).type & mask))
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++iter;
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if (iter != _events.end()) {
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// Event found
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event = *iter;
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// If not peeking at the queue, remove the event
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if (!(mask & SCI_EVENT_PEEK))
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_events.erase(iter);
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} else {
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// No event found: we must return a SCI_EVT_NONE event.
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// Because event.type is SCI_EVT_NONE already here,
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// there is no need to change it.
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}
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return event;
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}
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void SciEngine::sleep(uint32 msecs) {
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uint32 time;
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const uint32 wakeup_time = g_system->getMillis() + msecs;
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while (true) {
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// let backend process events and update the screen
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_eventMan->getSciEvent(SCI_EVENT_PEEK);
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time = g_system->getMillis();
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if (time + 10 < wakeup_time) {
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g_system->delayMillis(10);
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} else {
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if (time < wakeup_time)
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g_system->delayMillis(wakeup_time - time);
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break;
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}
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}
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}
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} // End of namespace Sci
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