mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 14:50:17 +00:00
369 lines
8.9 KiB
C++
369 lines
8.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*/
|
|
|
|
#include "hdb/hdb.h"
|
|
#include "hdb/menu.h"
|
|
|
|
namespace HDB {
|
|
|
|
bool Input::init() {
|
|
_stylusDown = false;
|
|
_buttons = 0;
|
|
|
|
_keyUp = Common::KEYCODE_UP;
|
|
_keyDown = Common::KEYCODE_DOWN;
|
|
_keyLeft = Common::KEYCODE_LEFT;
|
|
_keyRight = Common::KEYCODE_RIGHT;
|
|
_keyMenu = Common::KEYCODE_ESCAPE;
|
|
_keyUse = Common::KEYCODE_RETURN;
|
|
_keyInv = Common::KEYCODE_SPACE;
|
|
_keyDebug = Common::KEYCODE_F1;
|
|
_keyQuit = Common::KEYCODE_F10;
|
|
|
|
_mouseX = kScreenWidth / 2;
|
|
_mouseY = kScreenHeight / 2;
|
|
|
|
_mouseLButton = _mouseMButton = _mouseRButton = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void Input::setButtons(uint16 b) {
|
|
static int changeState = 0;
|
|
static int drawDlg = 0;
|
|
static int quit = 0;
|
|
static int debugOn = 0;
|
|
|
|
_buttons = b;
|
|
if (!b)
|
|
return;
|
|
|
|
// Change Game State
|
|
if ((_buttons & kButtonA) && !changeState && (g_hdb->getGameState() != GAME_MENU)) {
|
|
if (g_hdb->_ai->cinematicsActive() && g_hdb->_ai->cineAbortable()) {
|
|
g_hdb->_ai->cineAbort();
|
|
g_hdb->_sound->playSound(SND_POP);
|
|
return;
|
|
}
|
|
|
|
if (g_hdb->getGameState() == GAME_TITLE)
|
|
g_hdb->_menu->changeToMenu();
|
|
g_hdb->_sound->playSound(SND_MENU_BACKOUT);
|
|
g_hdb->changeGameState();
|
|
}
|
|
|
|
// Debug Mode Cycling
|
|
debug(9, "STUB: setButtons: Check and set Debug Mode");
|
|
|
|
if (g_hdb->getGameState() == GAME_PLAY) {
|
|
// Is Player Dead? Click on TRY AGAIN
|
|
if (g_hdb->_ai->playerDead()) {
|
|
warning("STUB: TRY AGAIN is onscreen");
|
|
return;
|
|
}
|
|
|
|
// Choose from DialogChoice
|
|
if (g_hdb->_window->dialogChoiceActive()) {
|
|
if (_buttons & kButtonUp)
|
|
g_hdb->_window->dialogChoiceMoveup();
|
|
else if (_buttons & kButtonDown)
|
|
g_hdb->_window->dialogChoiceMovedown();
|
|
else if (_buttons & kButtonB)
|
|
g_hdb->_window->closeDialogChoice();
|
|
return;
|
|
}
|
|
|
|
// Try to move the player
|
|
if (!g_hdb->_ai->playerDead())
|
|
g_hdb->_ai->movePlayer(_buttons);
|
|
}
|
|
}
|
|
|
|
uint16 Input::getButtons() {
|
|
return _buttons;
|
|
}
|
|
|
|
void Input::stylusDown(int x, int y) {
|
|
int worldX, worldY;
|
|
GameState gs;
|
|
static uint32 delay = 0, time;
|
|
|
|
// Don't let the screen get clicked too fast
|
|
time = g_system->getMillis();
|
|
if (time - delay < 100)
|
|
return;
|
|
time = delay;
|
|
|
|
_stylusDown = true;
|
|
_stylusDownX = x;
|
|
_stylusDownY = y;
|
|
gs = g_hdb->getGameState();
|
|
|
|
switch (gs) {
|
|
case GAME_TITLE:
|
|
g_hdb->_menu->changeToMenu();
|
|
g_hdb->changeGameState();
|
|
break;
|
|
case GAME_MENU:
|
|
g_hdb->_menu->processInput(x, y);
|
|
break;
|
|
case GAME_PLAY:
|
|
// Is Player Dead? Click on TRY AGAIN
|
|
if (g_hdb->_ai->playerDead()) {
|
|
warning("STUB: TRY AGAIN is onscreen");
|
|
return;
|
|
}
|
|
|
|
// Is Dialog Active?
|
|
if (g_hdb->_window->dialogActive()) {
|
|
g_hdb->_window->closeDialog();
|
|
if (!g_hdb->_ai->cinematicsActive())
|
|
return;
|
|
}
|
|
|
|
// Is a Choice Dialog Active?
|
|
if (g_hdb->_window->dialogChoiceActive()) {
|
|
if (!g_hdb->_window->checkDialogChoiceClose(x, y))
|
|
return;
|
|
if (!g_hdb->_ai->cinematicsActive())
|
|
return;
|
|
}
|
|
|
|
// Is MessageBar active?
|
|
if (g_hdb->_window->msgBarActive())
|
|
if (g_hdb->_window->checkMsgClose(x, y))
|
|
return;
|
|
|
|
// In a cinematic?
|
|
if (g_hdb->_ai->playerLocked())
|
|
return;
|
|
|
|
// Check for map dragging in debug Mode and place player there
|
|
warning("STUB: stylusDown: Check for Map dragging in Debug Mode");
|
|
|
|
// Clicked in the world
|
|
g_hdb->_map->getMapXY(&worldX, &worldY);
|
|
worldX = ((worldX + x) / kTileWidth) * kTileWidth;
|
|
worldY = ((worldY + y) / kTileHeight) * kTileHeight;
|
|
|
|
// Don't allow a click into INV/DELIVERIES area to go into the world
|
|
if (x >= (kScreenWidth - 32 * 5))
|
|
return;
|
|
|
|
// Toggle Walk Speed if we clicked Player
|
|
int nx, ny;
|
|
static uint32 lastRunning = g_system->getMillis();
|
|
g_hdb->_ai->getPlayerXY(&nx, &ny);
|
|
if (nx == worldX && ny == worldY) {
|
|
if (lastRunning > g_system->getMillis())
|
|
return;
|
|
lastRunning = g_system->getMillis() + 1000 * kRunToggleDelay;
|
|
g_hdb->_ai->togglePlayerRunning();
|
|
if (g_hdb->_ai->playerRunning())
|
|
g_hdb->_window->centerTextOut("Running Speed", kScreenHeight - 32, kRunToggleDelay * kGameFPS);
|
|
else
|
|
g_hdb->_window->centerTextOut("Walking Speed", kScreenHeight - 32, kRunToggleDelay * kGameFPS);
|
|
g_hdb->_sound->playSound(SND_SWITCH_USE);
|
|
}
|
|
|
|
g_hdb->setTargetXY(worldX, worldY);
|
|
break;
|
|
case GAME_LOADING:
|
|
debug(9, "stylusDown: GAME_LOADING found");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Input::stylusUp(int x, int y) {
|
|
_stylusDown = false;
|
|
}
|
|
|
|
void Input::stylusMove(int x, int y) {
|
|
// In a cinematic?
|
|
if (g_hdb->_ai->playerLocked() || g_hdb->_ai->playerDead())
|
|
return;
|
|
|
|
switch (g_hdb->getGameState()) {
|
|
case GAME_PLAY:
|
|
warning("STUB: stylusMove: Add GetDebug() check");
|
|
break;
|
|
case GAME_MENU:
|
|
g_hdb->_menu->processInput(x, y);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Input::updateMouse(int newX, int newY) {
|
|
_mouseX = newX;
|
|
_mouseY = newY;
|
|
|
|
if (_mouseX < 0)
|
|
_mouseX = 0;
|
|
else if (_mouseX >= kScreenWidth)
|
|
_mouseX = kScreenWidth - 1;
|
|
|
|
if (_mouseY < 0)
|
|
_mouseY = 0;
|
|
else if (_mouseY >= kScreenHeight)
|
|
_mouseY = kScreenHeight - 1;
|
|
|
|
// Turn Cursor back on?
|
|
if (!g_hdb->_gfx->getPointer()) {
|
|
g_hdb->_gfx->showPointer(true);
|
|
}
|
|
|
|
// Check if LButton is being dragged
|
|
if (_mouseLButton) {
|
|
stylusMove(_mouseX, _mouseY);
|
|
}
|
|
}
|
|
|
|
void Input::updateMouseButtons(int l, int m, int r) {
|
|
_mouseLButton += l;
|
|
_mouseMButton += m;
|
|
_mouseRButton += r;
|
|
|
|
// Check if LButton has been pressed
|
|
// Check if LButton has been lifted
|
|
if (_mouseLButton) {
|
|
if (_mouseX > (kScreenWidth - 32 * 5) && _mouseY < 240) {
|
|
g_hdb->_window->checkInvSelect(_mouseX, _mouseY);
|
|
} else if (_mouseX > (kScreenWidth - 32 * 5) && _mouseY >= 240) {
|
|
g_hdb->_window->checkDlvSelect(_mouseX, _mouseY);
|
|
} else {
|
|
if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY) {
|
|
g_hdb->_window->checkPause(_mouseX, _mouseY);
|
|
return;
|
|
}
|
|
stylusDown(_mouseX, _mouseY);
|
|
}
|
|
} else if (!_mouseLButton) {
|
|
stylusUp(_mouseX, _mouseY);
|
|
}
|
|
|
|
// Check if MButton has been pressed
|
|
if (_mouseMButton) {
|
|
if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY)
|
|
return;
|
|
|
|
g_hdb->_ai->clearWaypoints();
|
|
g_hdb->_sound->playSound(SND_POP);
|
|
}
|
|
|
|
// Check if RButton has been pressed
|
|
if (_mouseRButton) {
|
|
if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY)
|
|
return;
|
|
|
|
uint16 buttons = getButtons() | kButtonB;
|
|
setButtons(buttons);
|
|
}
|
|
}
|
|
|
|
void Input::updateKeys(Common::Event event, bool keyDown) {
|
|
|
|
debug(9, "STUB: updateKeys: Check for Quit key");
|
|
|
|
uint16 buttons = getButtons();
|
|
|
|
// PAUSE key pressed?
|
|
{
|
|
static int current = 0, last = 0;
|
|
last = current;
|
|
if (keyDown && event.kbd.keycode == Common::KEYCODE_p && g_hdb->getGameState() == GAME_PLAY) {
|
|
current = 1;
|
|
if (!last) {
|
|
g_hdb->togglePause();
|
|
g_hdb->_sound->playSound(SND_POP);
|
|
}
|
|
} else
|
|
current = 0;
|
|
}
|
|
|
|
if (!g_hdb->getPause()) {
|
|
if (event.kbd.keycode == _keyUp) {
|
|
if (keyDown) {
|
|
buttons |= kButtonUp;
|
|
if (g_hdb->_gfx->getPointer())
|
|
g_hdb->_gfx->showPointer(false);
|
|
} else {
|
|
buttons &= ~kButtonUp;
|
|
}
|
|
} else if (event.kbd.keycode == _keyDown) {
|
|
if (keyDown) {
|
|
buttons |= kButtonDown;
|
|
if (g_hdb->_gfx->getPointer())
|
|
g_hdb->_gfx->showPointer(false);
|
|
} else {
|
|
buttons &= ~kButtonDown;
|
|
}
|
|
} else if (event.kbd.keycode == _keyLeft) {
|
|
if (keyDown) {
|
|
buttons |= kButtonLeft;
|
|
if (g_hdb->_gfx->getPointer())
|
|
g_hdb->_gfx->showPointer(false);
|
|
} else {
|
|
buttons &= ~kButtonLeft;
|
|
}
|
|
} else if (event.kbd.keycode == _keyRight) {
|
|
if (keyDown) {
|
|
buttons |= kButtonRight;
|
|
if (g_hdb->_gfx->getPointer())
|
|
g_hdb->_gfx->showPointer(false);
|
|
} else {
|
|
buttons &= ~kButtonRight;
|
|
}
|
|
} else if (event.kbd.keycode == _keyUse) {
|
|
if (keyDown) {
|
|
buttons |= kButtonB;
|
|
if (g_hdb->_gfx->getPointer())
|
|
g_hdb->_gfx->showPointer(false);
|
|
} else {
|
|
buttons &= ~kButtonB;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (event.kbd.keycode == _keyMenu) {
|
|
if (keyDown) {
|
|
buttons |= kButtonA;
|
|
g_hdb->_gfx->showPointer(true);
|
|
g_hdb->_menu->setMenuKey(1);
|
|
} else {
|
|
buttons &= ~kButtonA;
|
|
g_hdb->_menu->setMenuKey(0);
|
|
}
|
|
} else if (event.kbd.keycode == _keyDebug) {
|
|
if (keyDown) {
|
|
buttons |= kButtonExit;
|
|
} else {
|
|
buttons &= ~kButtonExit;
|
|
}
|
|
}
|
|
|
|
setButtons(buttons);
|
|
}
|
|
|
|
} // End of Namespace
|