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https://github.com/libretro/scummvm.git
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572 lines
14 KiB
C++
572 lines
14 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/events.h"
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "graphics/cursorman.h"
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#include "parallaction/exec.h"
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#include "parallaction/input.h"
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#include "parallaction/parallaction.h"
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#include "parallaction/debug.h"
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namespace Parallaction {
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#define MOUSEARROW_WIDTH_NS 16
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#define MOUSEARROW_HEIGHT_NS 16
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#define MOUSECOMBO_WIDTH_NS 32 // sizes for cursor + selected inventory item
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#define MOUSECOMBO_HEIGHT_NS 32
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struct MouseComboProperties {
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int _xOffset;
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int _yOffset;
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int _width;
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int _height;
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};
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/*
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// TODO: improve NS's handling of normal cursor before merging cursor code.
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MouseComboProperties _mouseComboProps_NS = {
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7, // combo x offset (the icon from the inventory will be rendered from here)
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7, // combo y offset (ditto)
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32, // combo (arrow + icon) width
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32 // combo (arrow + icon) height
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};
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*/
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MouseComboProperties _mouseComboProps_BR = {
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8, // combo x offset (the icon from the inventory will be rendered from here)
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8, // combo y offset (ditto)
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68, // combo (arrow + icon) width
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68 // combo (arrow + icon) height
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};
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Input::Input(Parallaction *vm) : _vm(vm) {
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_gameType = _vm->getGameType();
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_transCurrentHoverItem = 0;
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_hasDelayedAction = false; // actived when the character needs to move before taking an action
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_mouseState = MOUSE_DISABLED;
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_activeItem._index = 0;
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_activeItem._id = 0;
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_mouseButtons = 0;
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_delayedActionZone.reset();
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_dinoCursor = 0;
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_dougCursor = 0;
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_donnaCursor = 0;
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_comboArrow = 0;
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initCursors();
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}
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Input::~Input() {
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if (_gameType == GType_Nippon) {
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delete _mouseArrow;
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}
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delete _comboArrow;
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delete _dinoCursor;
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delete _dougCursor;
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delete _donnaCursor;
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}
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// FIXME: the engine has 3 event loops. The following routine hosts the main one,
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// and it's called from 8 different places in the code. There exist 2 more specialised
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// loops which could possibly be merged into this one with some effort in changing
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// caller code, i.e. adding condition checks.
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//
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void Input::readInput() {
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bool updateMousePos = false;
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Common::Event e;
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_mouseButtons = kMouseNone;
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_hasKeyPressEvent = false;
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Common::EventManager *eventMan = _vm->_system->getEventManager();
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while (eventMan->pollEvent(e)) {
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updateMousePos = true;
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switch (e.type) {
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case Common::EVENT_KEYDOWN:
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_hasKeyPressEvent = true;
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_keyPressed = e.kbd;
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if (e.kbd.hasFlags(Common::KBD_CTRL) && e.kbd.keycode == Common::KEYCODE_d)
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_vm->_debugger->attach();
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updateMousePos = false;
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break;
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case Common::EVENT_LBUTTONDOWN:
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_mouseButtons = kMouseLeftDown;
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break;
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case Common::EVENT_LBUTTONUP:
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_mouseButtons = kMouseLeftUp;
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break;
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case Common::EVENT_RBUTTONDOWN:
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_mouseButtons = kMouseRightDown;
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break;
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case Common::EVENT_RBUTTONUP:
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_mouseButtons = kMouseRightUp;
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break;
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case Common::EVENT_RTL:
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case Common::EVENT_QUIT:
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return;
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default:
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break;
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}
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}
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if (updateMousePos) {
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setCursorPos(e.mouse);
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}
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_vm->_debugger->onFrame();
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return;
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}
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bool Input::getLastKeyDown(uint16 &ascii) {
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ascii = _keyPressed.ascii;
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return (_hasKeyPressEvent);
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}
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// FIXME: see comment for readInput()
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void Input::waitForButtonEvent(uint32 buttonEventMask, int32 timeout) {
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if (buttonEventMask == kMouseNone) {
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_mouseButtons = kMouseNone; // don't wait on nothing
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return;
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}
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const int32 LOOP_RESOLUTION = 30;
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if (timeout <= 0) {
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do {
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readInput();
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_vm->_system->delayMillis(LOOP_RESOLUTION);
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} while ((_mouseButtons & buttonEventMask) == 0);
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} else {
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do {
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readInput();
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_vm->_system->delayMillis(LOOP_RESOLUTION);
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timeout -= LOOP_RESOLUTION;
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} while ((timeout > 0) && (_mouseButtons & buttonEventMask) == 0);
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}
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}
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int Input::updateGameInput() {
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int event = kEvNone;
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if (!isMouseEnabled() ||
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(g_engineFlags & kEngineBlockInput) ||
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(g_engineFlags & kEngineWalking) ||
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(g_engineFlags & kEngineChangeLocation)) {
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debugC(3, kDebugInput, "updateGameInput: input flags (mouse: %i, block: %i, walking: %i, changeloc: %i)",
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isMouseEnabled(),
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(g_engineFlags & kEngineBlockInput) == 0,
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(g_engineFlags & kEngineWalking) == 0,
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(g_engineFlags & kEngineChangeLocation) == 0
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);
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return event;
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}
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if (_gameType == GType_Nippon) {
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if (_hasKeyPressEvent && (_vm->getFeatures() & GF_DEMO) == 0) {
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if (_keyPressed.keycode == Common::KEYCODE_l) event = kEvLoadGame;
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if (_keyPressed.keycode == Common::KEYCODE_s) event = kEvSaveGame;
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}
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} else
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if (_gameType == GType_BRA) {
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if (_hasKeyPressEvent && (_vm->getFeatures() & GF_DEMO) == 0) {
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if (_keyPressed.keycode == Common::KEYCODE_F5) event = kEvIngameMenu;
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}
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} else {
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error("unsupported gametype in updateGameInput");
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}
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if (event == kEvNone) {
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translateGameInput();
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}
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return event;
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}
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int Input::updateInput() {
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int oldMode = _inputMode;
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int event = kEvNone;
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readInput();
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switch (_inputMode) {
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case kInputModeGame:
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event = updateGameInput();
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break;
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case kInputModeInventory:
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updateInventoryInput();
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break;
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}
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// when mode changes, then consider any input consumed
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// for the current frame
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if (oldMode != _inputMode) {
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_mouseButtons = kEvNone;
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_hasKeyPressEvent = false;
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}
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return event;
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}
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void Input::trackMouse(ZonePtr z) {
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if ((z != _hoverZone) && (_hoverZone)) {
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stopHovering();
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return;
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}
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if (!z) {
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return;
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}
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if ((!_hoverZone) && ((z->_flags & kFlagsNoName) == 0)) {
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_hoverZone = z;
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_vm->_gfx->showFloatingLabel(_hoverZone->_label);
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return;
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}
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}
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void Input::stopHovering() {
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_hoverZone.reset();
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_vm->_gfx->hideFloatingLabel();
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}
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void Input::takeAction(ZonePtr z) {
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stopHovering();
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_vm->pauseJobs();
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_vm->runZone(z);
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_vm->resumeJobs();
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}
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void Input::walkTo(const Common::Point &dest) {
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stopHovering();
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setArrowCursor();
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_vm->scheduleWalk(dest.x, dest.y, true);
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}
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bool Input::translateGameInput() {
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if (g_engineFlags & kEnginePauseJobs) {
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return false;
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}
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if (_hasDelayedAction) {
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// if walking is over, then take programmed action
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takeAction(_delayedActionZone);
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_hasDelayedAction = false;
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_delayedActionZone.reset();
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return true;
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}
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if (_mouseButtons == kMouseRightDown) {
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// right button down shows inventory
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enterInventoryMode();
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return true;
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}
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Common::Point mousePos;
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getAbsoluteCursorPos(mousePos);
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// test if mouse is hovering on an interactive zone for the currently selected inventory item
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ZonePtr z = _vm->hitZone(_activeItem._id, mousePos.x, mousePos.y);
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if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((g_engineFlags & kEngineWalking) == 0)) && ((!z) || (ACTIONTYPE(z) != kZoneCommand))) {
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walkTo(mousePos);
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return true;
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}
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trackMouse(z);
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if (!z) {
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return true;
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}
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if ((_mouseButtons == kMouseLeftUp) && ((_activeItem._id != 0) || (ACTIONTYPE(z) == kZoneCommand))) {
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bool noWalk = z->_flags & kFlagsNoWalk; // check the explicit no-walk flag
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if (_gameType == GType_BRA) {
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// action performed on object marked for self-use do not need walk in BRA
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noWalk |= ((z->_flags & kFlagsYourself) != 0);
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}
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if (noWalk) {
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takeAction(z);
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} else {
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// action delayed: if Zone defined a moveto position the character is programmed to move there,
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// else it will move to the mouse position
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_delayedActionZone = z;
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_hasDelayedAction = true;
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if (z->_moveTo.y != 0) {
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mousePos = z->_moveTo;
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}
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walkTo(mousePos);
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}
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_vm->beep();
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setArrowCursor();
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return true;
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}
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return true;
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}
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void Input::enterInventoryMode() {
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Common::Point mousePos;
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getAbsoluteCursorPos(mousePos);
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bool hitCharacter = _vm->hitZone(kZoneYou, mousePos.x, mousePos.y);
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if (hitCharacter) {
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if (_activeItem._id != 0) {
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_activeItem._index = (_activeItem._id >> 16) & 0xFFFF;
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g_engineFlags |= kEngineDragging;
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} else {
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setArrowCursor();
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}
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}
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stopHovering();
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_vm->pauseJobs();
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_vm->openInventory();
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_transCurrentHoverItem = -1;
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_inputMode = kInputModeInventory;
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}
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void Input::exitInventoryMode() {
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// right up hides inventory
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Common::Point mousePos;
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getCursorPos(mousePos);
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int pos = _vm->getHoverInventoryItem(mousePos.x, mousePos.y);
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_vm->highlightInventoryItem(-1); // disable
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if ((g_engineFlags & kEngineDragging)) {
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g_engineFlags &= ~kEngineDragging;
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ZonePtr z = _vm->hitZone(kZoneMerge, _activeItem._index, _vm->getInventoryItemIndex(pos));
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if (z) {
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_vm->dropItem(z->u._mergeObj1);
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_vm->dropItem(z->u._mergeObj2);
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_vm->addInventoryItem(z->u._mergeObj3);
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_vm->_cmdExec->run(z->_commands); // commands might set a new _inputMode
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}
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}
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_vm->closeInventory();
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if (pos == -1) {
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setArrowCursor();
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} else {
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const InventoryItem *item = _vm->getInventoryItem(pos);
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if (item->_index != 0) {
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_activeItem._id = item->_id;
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setInventoryCursor(item->_index);
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}
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}
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_vm->resumeJobs();
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// in case the input mode was not changed by the code above (especially by the commands
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// executed in case of a merge), then assume we are going back to game mode
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if (_inputMode == kInputModeInventory) {
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_inputMode = kInputModeGame;
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}
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}
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bool Input::updateInventoryInput() {
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if (_mouseButtons == kMouseRightUp) {
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exitInventoryMode();
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return true;
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}
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Common::Point mousePos;
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getCursorPos(mousePos);
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int16 _si = _vm->getHoverInventoryItem(mousePos.x, mousePos.y);
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if (_si != _transCurrentHoverItem) {
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_transCurrentHoverItem = _si;
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_vm->highlightInventoryItem(_si); // enable
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}
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return true;
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}
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void Input::setMouseState(MouseTriState state) {
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assert(state == MOUSE_ENABLED_SHOW || state == MOUSE_ENABLED_HIDE || state == MOUSE_DISABLED);
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_mouseState = state;
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switch (_mouseState) {
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case MOUSE_ENABLED_HIDE:
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case MOUSE_DISABLED:
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CursorMan.showMouse(false);
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break;
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case MOUSE_ENABLED_SHOW:
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CursorMan.showMouse(true);
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break;
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}
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}
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MouseTriState Input::getMouseState() {
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return _mouseState;
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}
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bool Input::isMouseEnabled() {
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return (_mouseState == MOUSE_ENABLED_SHOW) || (_mouseState == MOUSE_ENABLED_HIDE);
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}
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void Input::getAbsoluteCursorPos(Common::Point& p) const {
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_vm->_gfx->getScrollPos(p);
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p.x += _mousePos.x;
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p.y += _mousePos.y;
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}
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void Input::initCursors() {
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_dinoCursor = _donnaCursor = _dougCursor = 0;
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switch (_gameType) {
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case GType_Nippon:
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_comboArrow = _vm->_disk->loadPointer("pointer");
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_mouseArrow = new Cnv(1, MOUSEARROW_WIDTH_NS, MOUSEARROW_HEIGHT_NS, _resMouseArrow_NS, false);
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break;
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case GType_BRA:
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if (_vm->getPlatform() == Common::kPlatformDOS) {
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_dinoCursor = _vm->_disk->loadPointer("pointer1");
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_dougCursor = _vm->_disk->loadPointer("pointer2");
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_donnaCursor = _vm->_disk->loadPointer("pointer3");
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Graphics::Surface *surf = new Graphics::Surface;
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surf->create(_mouseComboProps_BR._width, _mouseComboProps_BR._height, Graphics::PixelFormat::createFormatCLUT8());
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_comboArrow = new SurfaceToFrames(surf);
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// TODO: choose the pointer depending on the active character
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// For now, we pick Donna's
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_mouseArrow = _donnaCursor;
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} else {
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// TODO: Where are the Amiga cursors?
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Graphics::Surface *surf1 = new Graphics::Surface;
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surf1->create(_mouseComboProps_BR._width, _mouseComboProps_BR._height, Graphics::PixelFormat::createFormatCLUT8());
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_comboArrow = new SurfaceToFrames(surf1);
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// TODO: scale mouse cursor (see staticres.cpp)
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Graphics::Surface *surf2 = new Graphics::Surface;
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surf2->create(32, 16, Graphics::PixelFormat::createFormatCLUT8());
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memcpy(surf2->getPixels(), _resMouseArrow_BR_Amiga, 32*16);
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_mouseArrow = new SurfaceToFrames(surf2);
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}
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break;
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default:
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warning("Input::initCursors: unknown gametype");
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}
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}
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void Input::setArrowCursor() {
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switch (_gameType) {
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case GType_Nippon:
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debugC(1, kDebugInput, "setting mouse cursor to arrow");
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// this stuff is needed to avoid artifacts with labels and selected items when switching cursors
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stopHovering();
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_activeItem._id = 0;
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CursorMan.replaceCursor(_mouseArrow->getData(0), MOUSEARROW_WIDTH_NS, MOUSEARROW_HEIGHT_NS, 0, 0, 0);
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break;
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case GType_BRA: {
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Common::Rect r;
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_mouseArrow->getRect(0, r);
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CursorMan.replaceCursor(_mouseArrow->getData(0), r.width(), r.height(), 0, 0, 0);
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CursorMan.showMouse(true);
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_activeItem._id = 0;
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break;
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}
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default:
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warning("Input::setArrowCursor: unknown gametype");
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}
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}
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void Input::setInventoryCursor(ItemName name) {
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assert(name > 0);
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switch (_gameType) {
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case GType_Nippon: {
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byte *v8 = _comboArrow->getData(0);
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// FIXME: destination offseting is not clear
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_vm->_inventoryRenderer->drawItem(name, v8 + 7 * MOUSECOMBO_WIDTH_NS + 7, MOUSECOMBO_WIDTH_NS);
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CursorMan.replaceCursor(v8, MOUSECOMBO_WIDTH_NS, MOUSECOMBO_HEIGHT_NS, 0, 0, 0);
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break;
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}
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case GType_BRA: {
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byte *src = _mouseArrow->getData(0);
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byte *dst = _comboArrow->getData(0);
|
|
// FIXME: destination offseting is not clear
|
|
Common::Rect srcRect, dstRect;
|
|
_mouseArrow->getRect(0, srcRect);
|
|
_comboArrow->getRect(0, dstRect);
|
|
for (uint y = 0; y < (uint)srcRect.height(); y++)
|
|
memcpy(dst + y * dstRect.width(), src + y * srcRect.width(), srcRect.width());
|
|
_vm->_inventoryRenderer->drawItem(name, dst + _mouseComboProps_BR._yOffset * _mouseComboProps_BR._width + _mouseComboProps_BR._xOffset, _mouseComboProps_BR._width);
|
|
CursorMan.replaceCursor(dst, _mouseComboProps_BR._width, _mouseComboProps_BR._height, 0, 0, 0);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
warning("Input::setInventoryCursor: unknown gametype");
|
|
}
|
|
|
|
}
|
|
|
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} // namespace Parallaction
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