mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
483a4c0eeb
svn-id: r42662
447 lines
9.9 KiB
C++
447 lines
9.9 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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* $URL$
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* $Id$
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*
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*/
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#include "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#ifdef __DS__
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#include "wordcompletion.h"
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#endif
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namespace Agi {
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//
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// IBM-PC keyboard scancodes
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//
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uint8 scancodeTable[26] = {
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30, // A
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48, // B
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46, // C
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32, // D
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18, // E
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33, // F
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34, // G
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35, // H
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23, // I
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36, // J
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37, // K
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38, // L
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50, // M
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49, // N
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24, // O
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25, // P
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16, // Q
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19, // R
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31, // S
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20, // T
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22, // U
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47, // V
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17, // W
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45, // X
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21, // Y
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44 // Z
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};
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void AgiEngine::initWords() {
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_game.numEgoWords = 0;
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}
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void AgiEngine::cleanInput() {
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while (_game.numEgoWords)
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free(_game.egoWords[--_game.numEgoWords].word);
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}
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void AgiEngine::getString(int x, int y, int len, int str) {
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newInputMode(INPUT_GETSTRING);
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_stringdata.x = x;
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_stringdata.y = y;
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_stringdata.len = len;
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_stringdata.str = str;
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}
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/**
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* Raw key grabber.
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* poll_keyboard() is the raw key grabber (above the gfx driver, that is).
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* It handles console keys and insulates AGI from the console. In the main
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* loop, handle_keys() handles keyboard input and ego movement.
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*/
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int AgiEngine::doPollKeyboard() {
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int key = 0;
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// If a key is ready, rip it
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if (isKeypress()) {
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key = getKeypress();
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debugC(3, kDebugLevelInput, "key %02x pressed", key);
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}
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return key;
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}
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int AgiEngine::handleController(int key) {
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VtEntry *v = &_game.viewTable[0];
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int i;
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// AGI 3.149 games and The Black Cauldron need KEY_ESCAPE to use menus
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// Games with the GF_ESCPAUSE flag need KEY_ESCAPE to pause the game
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if (key == 0 ||
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(key == KEY_ESCAPE && getVersion() != 0x3149 && getGameID() != GID_BC && !(getFeatures() & GF_ESCPAUSE)) )
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return false;
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if ((getGameID() == GID_MH1 || getGameID() == GID_MH2) && (key == KEY_ENTER) &&
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(_game.inputMode == INPUT_NONE)) {
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key = 0x20; // Set Enter key to Space in Manhunter when there's no text input
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}
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debugC(3, kDebugLevelInput, "key = %04x", key);
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for (i = 0; i < _game.lastController; i++) {
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if (_game.controllers[i].keycode == key) {
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debugC(3, kDebugLevelInput, "event %d: key press", _game.controllers[i].controller);
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_game.controllerOccured[_game.controllers[i].controller] = true;
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report("event AC:%i occured\n", _game.controllers[i].controller);
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return true;
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}
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}
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if (key == BUTTON_LEFT) {
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if ((getflag(fMenusWork) || (getFeatures() & GF_MENUS)) && g_mouse.y <= CHAR_LINES) {
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newInputMode(INPUT_MENU);
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return true;
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}
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}
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// Show predictive dialog if the user clicks on input area
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if (key == BUTTON_LEFT &&
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(int)g_mouse.y >= _game.lineUserInput * CHAR_LINES &&
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(int)g_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) {
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if (predictiveDialog()) {
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if (_game.inputMode == INPUT_NONE) {
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for (int n = 0; _predictiveResult[n]; n++)
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keyEnqueue(_predictiveResult[n]);
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} else {
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strcpy((char *)_game.inputBuffer, _predictiveResult);
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handleKeys(KEY_ENTER);
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}
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}
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return true;
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}
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if (_game.playerControl) {
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int d = 0;
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if (!KEY_ASCII(key)) {
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switch (key) {
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case KEY_UP:
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d = 1;
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break;
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case KEY_DOWN:
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d = 5;
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break;
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case KEY_LEFT:
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d = 7;
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break;
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case KEY_RIGHT:
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d = 3;
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break;
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case KEY_UP_RIGHT:
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d = 2;
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break;
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case KEY_DOWN_RIGHT:
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d = 4;
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break;
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case KEY_UP_LEFT:
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d = 8;
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break;
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case KEY_DOWN_LEFT:
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d = 6;
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break;
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}
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}
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if (!(getFeatures() & GF_AGIMOUSE)) {
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// Handle mouse button events
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if (key == BUTTON_LEFT) {
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v->flags |= ADJ_EGO_XY;
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v->parm1 = WIN_TO_PIC_X(g_mouse.x);
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v->parm2 = WIN_TO_PIC_Y(g_mouse.y);
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return true;
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}
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}
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v->flags &= ~ADJ_EGO_XY;
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if (d || key == KEY_STATIONARY) {
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v->direction = v->direction == d ? 0 : d;
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return true;
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}
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}
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return false;
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}
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void AgiEngine::handleGetstring(int key) {
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static int pos = 0; // Cursor position
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static char buf[40];
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if (KEY_ASCII(key) == 0)
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return;
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debugC(3, kDebugLevelInput, "handling key: %02x", key);
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switch (key) {
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case BUTTON_LEFT:
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if ((int)g_mouse.y >= _stringdata.y * CHAR_LINES &&
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(int)g_mouse.y <= (_stringdata.y + 1) * CHAR_LINES) {
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if (predictiveDialog()) {
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strcpy(_game.strings[_stringdata.str], _predictiveResult);
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newInputMode(INPUT_NORMAL);
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_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
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_stringdata.y, ' ', _game.colorFg, _game.colorBg);
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return;
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}
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}
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break;
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case KEY_ENTER:
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debugC(3, kDebugLevelInput, "KEY_ENTER");
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_game.hasPrompt = 0;
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buf[pos] = 0;
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strcpy(_game.strings[_stringdata.str], buf);
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debugC(3, kDebugLevelInput, "buffer=[%s]", buf);
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buf[pos = 0] = 0;
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newInputMode(INPUT_NORMAL);
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_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
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_stringdata.y, ' ', _game.colorFg, _game.colorBg);
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return;
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case KEY_ESCAPE:
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debugC(3, kDebugLevelInput, "KEY_ESCAPE");
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_game.hasPrompt = 0;
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buf[pos = 0] = 0;
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strcpy(_game.strings[_stringdata.str], buf);
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newInputMode(INPUT_NORMAL);
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// newInputMode(INPUT_MENU);
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break;
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case KEY_BACKSPACE: // 0x08
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if (!pos)
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break;
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_gfx->printCharacter(_stringdata.x + (pos + 1), _stringdata.y,
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' ', _game.colorFg, _game.colorBg);
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pos--;
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buf[pos] = 0;
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break;
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default:
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if (key < 0x20 || key > 0x7f)
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break;
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if (pos >= _stringdata.len)
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break;
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buf[pos++] = key;
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buf[pos] = 0;
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// Echo
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_gfx->printCharacter(_stringdata.x + pos, _stringdata.y, buf[pos - 1],
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_game.colorFg, _game.colorBg);
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break;
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}
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// print cursor
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_gfx->printCharacter(_stringdata.x + pos + 1, _stringdata.y,
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(char)_game.cursorChar, _game.colorFg, _game.colorBg);
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}
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void AgiEngine::handleKeys(int key) {
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uint8 *p = NULL;
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int c = 0;
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static uint8 formattedEntry[256];
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int l = _game.lineUserInput;
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int fg = _game.colorFg, bg = _game.colorBg;
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int promptLength = strlen(agiSprintf(_game.strings[0]));
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setvar(vWordNotFound, 0);
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debugC(3, kDebugLevelInput, "handling key: %02x", key);
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switch (key) {
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case KEY_ENTER:
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debugC(3, kDebugLevelInput, "KEY_ENTER");
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_game.keypress = 0;
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// Remove all leading spaces
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for (p = _game.inputBuffer; *p && *p == 0x20; p++)
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;
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// Copy to internal buffer
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for (; *p; p++) {
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// Squash spaces
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if (*p == 0x20 && *(p + 1) == 0x20) {
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p++;
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continue;
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}
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formattedEntry[c++] = tolower(*p);
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}
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formattedEntry[c++] = 0;
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// Handle string only if it's not empty
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if (formattedEntry[0]) {
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strcpy((char *)_game.echoBuffer, (const char *)_game.inputBuffer);
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strcpy(_lastSentence, (const char *)formattedEntry);
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dictionaryWords(_lastSentence);
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}
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// Clear to start a new line
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_game.hasPrompt = 0;
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_game.inputBuffer[_game.cursorPos = 0] = 0;
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debugC(3, kDebugLevelInput, "clear lines");
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clearLines(l, l + 1, bg);
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flushLines(l, l + 1);
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#ifdef __DS__
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DS::findWordCompletions((char *) _game.inputBuffer);
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#endif
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break;
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case KEY_ESCAPE:
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debugC(3, kDebugLevelInput, "KEY_ESCAPE");
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newInputMode(INPUT_MENU);
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break;
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case KEY_BACKSPACE:
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// Ignore backspace at start of line
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if (_game.cursorPos == 0)
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break;
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// erase cursor
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_gfx->printCharacter(_game.cursorPos + promptLength, l, ' ', fg, bg);
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_game.inputBuffer[--_game.cursorPos] = 0;
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// Print cursor
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_gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg);
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#ifdef __DS__
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DS::findWordCompletions((char *) _game.inputBuffer);
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#endif
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break;
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default:
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// Ignore invalid keystrokes
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if (key < 0x20 || key > 0x7f)
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break;
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// Maximum input size reached
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if (_game.cursorPos >= getvar(vMaxInputChars))
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break;
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_game.inputBuffer[_game.cursorPos++] = key;
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_game.inputBuffer[_game.cursorPos] = 0;
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#ifdef __DS__
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DS::findWordCompletions((char *) _game.inputBuffer);
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#endif
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// echo
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_gfx->printCharacter(_game.cursorPos + promptLength - 1, l, _game.inputBuffer[_game.cursorPos - 1], fg, bg);
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// Print cursor
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_gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg);
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break;
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}
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}
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int AgiEngine::waitKey() {
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int key = 0;
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clearKeyQueue();
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debugC(3, kDebugLevelInput, "waiting...");
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while (!(shouldQuit() || _restartGame || getflag(fRestoreJustRan))) {
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pollTimer();
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key = doPollKeyboard();
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if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT)
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break;
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pollTimer();
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updateTimer();
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_gfx->doUpdate();
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}
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// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
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// Fixes bug #2823759
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_game.keypress = 0;
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return key;
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}
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int AgiEngine::waitAnyKey() {
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int key = 0;
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clearKeyQueue();
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debugC(3, kDebugLevelInput, "waiting... (any key)");
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while (!(shouldQuit() || _restartGame)) {
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pollTimer();
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key = doPollKeyboard();
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if (key)
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break;
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_gfx->doUpdate();
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}
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// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
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_game.keypress = 0;
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return key;
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}
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bool AgiEngine::isKeypress(void) {
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processEvents();
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return _keyQueueStart != _keyQueueEnd;
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}
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int AgiEngine::getKeypress(void) {
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int k;
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while (_keyQueueStart == _keyQueueEnd) // block
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pollTimer();
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keyDequeue(k);
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return k;
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}
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void AgiEngine::clearKeyQueue(void) {
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while (isKeypress()) {
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getKeypress();
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}
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}
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} // End of namespace Agi
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