scummvm/engines/agi/keyboard.cpp
Max Horn 7c2323bdc3 AGI: Replace report() macro by debug() / warning()
This makes AGI quite a bit less noisy by default.

svn-id: r53868
2010-10-26 22:33:49 +00:00

442 lines
9.9 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.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"
#ifdef __DS__
#include "wordcompletion.h"
#endif
namespace Agi {
//
// IBM-PC keyboard scancodes
//
const uint8 scancodeTable[26] = {
30, // A
48, // B
46, // C
32, // D
18, // E
33, // F
34, // G
35, // H
23, // I
36, // J
37, // K
38, // L
50, // M
49, // N
24, // O
25, // P
16, // Q
19, // R
31, // S
20, // T
22, // U
47, // V
17, // W
45, // X
21, // Y
44 // Z
};
void AgiEngine::initWords() {
_game.numEgoWords = 0;
}
void AgiEngine::cleanInput() {
while (_game.numEgoWords)
free(_game.egoWords[--_game.numEgoWords].word);
}
void AgiEngine::getString(int x, int y, int len, int str) {
newInputMode(INPUT_GETSTRING);
_stringdata.x = x;
_stringdata.y = y;
_stringdata.len = len;
_stringdata.str = str;
}
/**
* Raw key grabber.
* poll_keyboard() is the raw key grabber (above the gfx driver, that is).
* It handles console keys and insulates AGI from the console. In the main
* loop, handle_keys() handles keyboard input and ego movement.
*/
int AgiEngine::doPollKeyboard() {
int key = 0;
// If a key is ready, rip it
if (isKeypress()) {
key = getKeypress();
debugC(3, kDebugLevelInput, "key %02x pressed", key);
}
return key;
}
int AgiEngine::handleController(int key) {
VtEntry *v = &_game.viewTable[0];
int i;
// AGI 3.149 games, The Black Cauldron and King's Quest 4 need KEY_ESCAPE to use menus
// Games with the GF_ESCPAUSE flag need KEY_ESCAPE to pause the game
if (key == 0 ||
(key == KEY_ESCAPE && getVersion() != 0x3149 && getGameID() != GID_BC && getGameID() != GID_KQ4 && !(getFeatures() & GF_ESCPAUSE)) )
return false;
if ((getGameID() == GID_MH1 || getGameID() == GID_MH2) && (key == KEY_ENTER) &&
(_game.inputMode == INPUT_NONE)) {
key = 0x20; // Set Enter key to Space in Manhunter when there's no text input
}
debugC(3, kDebugLevelInput, "key = %04x", key);
for (i = 0; i < _game.lastController; i++) {
if (_game.controllers[i].keycode == key) {
debugC(3, kDebugLevelInput, "event %d: key press", _game.controllers[i].controller);
_game.controllerOccured[_game.controllers[i].controller] = true;
return true;
}
}
if (key == BUTTON_LEFT) {
if ((getflag(fMenusWork) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) {
newInputMode(INPUT_MENU);
return true;
}
}
// Show predictive dialog if the user clicks on input area
if (key == BUTTON_LEFT &&
(int)_mouse.y >= _game.lineUserInput * CHAR_LINES &&
(int)_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) {
if (predictiveDialog()) {
if (_game.inputMode == INPUT_NONE) {
for (int n = 0; _predictiveResult[n]; n++)
keyEnqueue(_predictiveResult[n]);
} else {
strcpy((char *)_game.inputBuffer, _predictiveResult);
handleKeys(KEY_ENTER);
}
}
return true;
}
if (_game.playerControl) {
int d = 0;
if (!KEY_ASCII(key)) {
switch (key) {
case KEY_UP:
d = 1;
break;
case KEY_DOWN:
d = 5;
break;
case KEY_LEFT:
d = 7;
break;
case KEY_RIGHT:
d = 3;
break;
case KEY_UP_RIGHT:
d = 2;
break;
case KEY_DOWN_RIGHT:
d = 4;
break;
case KEY_UP_LEFT:
d = 8;
break;
case KEY_DOWN_LEFT:
d = 6;
break;
}
}
if (!(getFeatures() & GF_AGIMOUSE)) {
// Handle mouse button events
if (key == BUTTON_LEFT) {
v->flags |= ADJ_EGO_XY;
v->parm1 = WIN_TO_PIC_X(_mouse.x);
v->parm2 = WIN_TO_PIC_Y(_mouse.y);
return true;
}
}
if (d || key == KEY_STATIONARY) {
v->flags &= ~ADJ_EGO_XY;
v->direction = v->direction == d ? 0 : d;
return true;
}
}
return false;
}
void AgiEngine::handleGetstring(int key) {
static int pos = 0; // Cursor position
static char buf[40];
if (KEY_ASCII(key) == 0)
return;
debugC(3, kDebugLevelInput, "handling key: %02x", key);
switch (key) {
case BUTTON_LEFT:
if ((int)_mouse.y >= _stringdata.y * CHAR_LINES &&
(int)_mouse.y <= (_stringdata.y + 1) * CHAR_LINES) {
if (predictiveDialog()) {
strcpy(_game.strings[_stringdata.str], _predictiveResult);
newInputMode(INPUT_NORMAL);
_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
_stringdata.y, ' ', _game.colorFg, _game.colorBg);
return;
}
}
break;
case KEY_ENTER:
debugC(3, kDebugLevelInput, "KEY_ENTER");
_game.hasPrompt = 0;
buf[pos] = 0;
strcpy(_game.strings[_stringdata.str], buf);
debugC(3, kDebugLevelInput, "buffer=[%s]", buf);
buf[pos = 0] = 0;
newInputMode(INPUT_NORMAL);
_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
_stringdata.y, ' ', _game.colorFg, _game.colorBg);
return;
case KEY_ESCAPE:
debugC(3, kDebugLevelInput, "KEY_ESCAPE");
_game.hasPrompt = 0;
buf[pos = 0] = 0;
strcpy(_game.strings[_stringdata.str], buf);
newInputMode(INPUT_NORMAL);
// newInputMode(INPUT_MENU);
break;
case KEY_BACKSPACE: // 0x08
if (!pos)
break;
_gfx->printCharacter(_stringdata.x + (pos + 1), _stringdata.y,
' ', _game.colorFg, _game.colorBg);
pos--;
buf[pos] = 0;
break;
default:
if (key < 0x20 || key > 0x7f)
break;
if (pos >= _stringdata.len)
break;
buf[pos++] = key;
buf[pos] = 0;
// Echo
_gfx->printCharacter(_stringdata.x + pos, _stringdata.y, buf[pos - 1],
_game.colorFg, _game.colorBg);
break;
}
// print cursor
_gfx->printCharacter(_stringdata.x + pos + 1, _stringdata.y,
(char)_game.cursorChar, _game.colorFg, _game.colorBg);
}
void AgiEngine::handleKeys(int key) {
uint8 *p = NULL;
int c = 0;
static uint8 formattedEntry[256];
int l = _game.lineUserInput;
int fg = _game.colorFg, bg = _game.colorBg;
int promptLength = strlen(agiSprintf(_game.strings[0]));
setvar(vWordNotFound, 0);
debugC(3, kDebugLevelInput, "handling key: %02x", key);
switch (key) {
case KEY_ENTER:
debugC(3, kDebugLevelInput, "KEY_ENTER");
_game.keypress = 0;
// Remove all leading spaces
for (p = _game.inputBuffer; *p && *p == 0x20; p++)
;
// Copy to internal buffer
for (; *p; p++) {
// Squash spaces
if (*p == 0x20 && *(p + 1) == 0x20) {
p++;
continue;
}
formattedEntry[c++] = tolower(*p);
}
formattedEntry[c++] = 0;
// Handle string only if it's not empty
if (formattedEntry[0]) {
strcpy((char *)_game.echoBuffer, (const char *)_game.inputBuffer);
strcpy(_lastSentence, (const char *)formattedEntry);
dictionaryWords(_lastSentence);
}
// Clear to start a new line
_game.hasPrompt = 0;
_game.inputBuffer[_game.cursorPos = 0] = 0;
debugC(3, kDebugLevelInput | kDebugLevelText, "clear lines");
clearLines(l, l + 1, bg);
flushLines(l, l + 1);
#ifdef __DS__
DS::findWordCompletions((char *) _game.inputBuffer);
#endif
break;
case KEY_ESCAPE:
debugC(3, kDebugLevelInput, "KEY_ESCAPE");
newInputMode(INPUT_MENU);
break;
case KEY_BACKSPACE:
// Ignore backspace at start of line
if (_game.cursorPos == 0)
break;
// erase cursor
_gfx->printCharacter(_game.cursorPos + promptLength, l, ' ', fg, bg);
_game.inputBuffer[--_game.cursorPos] = 0;
// Print cursor
_gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg);
#ifdef __DS__
DS::findWordCompletions((char *) _game.inputBuffer);
#endif
break;
default:
// Ignore invalid keystrokes
if (key < 0x20 || key > 0x7f)
break;
// Maximum input size reached
if (_game.cursorPos >= getvar(vMaxInputChars))
break;
_game.inputBuffer[_game.cursorPos++] = key;
_game.inputBuffer[_game.cursorPos] = 0;
#ifdef __DS__
DS::findWordCompletions((char *) _game.inputBuffer);
#endif
// echo
_gfx->printCharacter(_game.cursorPos + promptLength - 1, l, _game.inputBuffer[_game.cursorPos - 1], fg, bg);
// Print cursor
_gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg);
break;
}
}
int AgiEngine::waitKey() {
int key = 0;
clearKeyQueue();
debugC(3, kDebugLevelInput, "waiting...");
while (!(shouldQuit() || _restartGame || getflag(fRestoreJustRan))) {
pollTimer();
key = doPollKeyboard();
if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT)
break;
pollTimer();
updateTimer();
_gfx->doUpdate();
}
// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
// Fixes bug #2823759
_game.keypress = 0;
return key;
}
int AgiEngine::waitAnyKey() {
int key = 0;
clearKeyQueue();
debugC(3, kDebugLevelInput, "waiting... (any key)");
while (!(shouldQuit() || _restartGame)) {
pollTimer();
key = doPollKeyboard();
if (key)
break;
_gfx->doUpdate();
}
// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
_game.keypress = 0;
return key;
}
bool AgiEngine::isKeypress() {
processEvents();
return _keyQueueStart != _keyQueueEnd;
}
int AgiEngine::getKeypress() {
int k;
while (_keyQueueStart == _keyQueueEnd) // block
pollTimer();
keyDequeue(k);
return k;
}
void AgiEngine::clearKeyQueue() {
while (isKeypress()) {
getKeypress();
}
}
} // End of namespace Agi