mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 12:16:59 +00:00
0af53f3c97
svn-id: r13715
169 lines
3.4 KiB
C++
169 lines
3.4 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "reinherit.h"
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#include <SDL.h>
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#include "actor_mod.h"
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#include "console_mod.h"
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#include "interface_mod.h"
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#include "render_mod.h"
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#include "scene_mod.h"
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#include "script_mod.h"
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namespace Saga {
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int SYSINPUT_Init() {
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SDL_EnableUNICODE(1);
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SDL_EnableKeyRepeat(200, 30);
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return R_SUCCESS;
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}
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int SYSINPUT_ProcessInput() {
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SDL_Event sdl_event;
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int mouse_x, mouse_y;
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R_POINT imouse_pt;
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SYSINPUT_GetMousePos(&mouse_x, &mouse_y);
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imouse_pt.x = mouse_x;
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imouse_pt.y = mouse_y;
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while (SDL_PollEvent(&sdl_event)) {
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int in_char;
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switch (sdl_event.type) {
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case SDL_KEYDOWN:
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if (CON_IsActive()) {
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in_char = sdl_event.key.keysym.sym;
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switch (sdl_event.key.keysym.sym) {
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case SDLK_BACKQUOTE:
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CON_Deactivate();
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break;
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case SDLK_PAGEUP:
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CON_PageUp();
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break;
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case SDLK_PAGEDOWN:
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CON_PageDown();
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break;
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case SDLK_UP:
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case SDLK_KP8:
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CON_CmdUp();
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break;
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case SDLK_DOWN:
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case SDLK_KP2:
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CON_CmdDown();
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break;
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default:
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if ((sdl_event.key.keysym.
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unicode & 0xFF80) == 0) {
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in_char = sdl_event.key.keysym. unicode & 0x7F;
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if (in_char) {
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CON_Type(in_char);
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}
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} else {
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R_printf(R_STDOUT, "Ignored UNICODE character.\n");
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}
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break;
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}
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break;
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}
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switch (sdl_event.key.keysym.sym) {
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case SDLK_BACKQUOTE:
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CON_Activate();
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break;
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case SDLK_q:
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R_printf(R_STDOUT, "Quit key pressed.\n");
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//goto done;
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break;
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case SDLK_r:
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INTERFACE_Draw();
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break;
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case SDLK_F1:
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RENDER_ToggleFlag(RF_SHOW_FPS);
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break;
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case SDLK_F2:
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RENDER_ToggleFlag(RF_PALETTE_TEST);
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break;
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case SDLK_F3:
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RENDER_ToggleFlag(RF_TEXT_TEST);
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break;
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case SDLK_F4:
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RENDER_ToggleFlag(RF_OBJECTMAP_TEST);
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break;
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case SDLK_TAB:
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STHREAD_DebugStep();
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break;
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// Actual game keys
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case SDLK_SPACE:
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ACTOR_SkipDialogue();
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break;
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case SDLK_PAUSE:
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case SDLK_p:
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RENDER_ToggleFlag(RF_RENDERPAUSE);
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break;
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case SDLK_ESCAPE:
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// Skip to next scene skip target
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SCENE_Skip();
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break;
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default:
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break;
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}
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break;
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case SDL_KEYUP:
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break;
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case SDL_MOUSEBUTTONDOWN:
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INTERFACE_Update(&imouse_pt, UPDATE_MOUSECLICK);
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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 R_SUCCESS;
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}
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int SYSINPUT_GetMousePos(int *mouse_x, int *mouse_y) {
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SDL_GetMouseState(mouse_x, mouse_y);
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return R_SUCCESS;
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}
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int SYSINPUT_HideMouse() {
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SDL_ShowCursor(SDL_DISABLE);
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return R_SUCCESS;
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}
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int SYSINPUT_ShowMouse() {
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SDL_ShowCursor(SDL_ENABLE);
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return R_SUCCESS;
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}
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} // End of namespace Saga
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