mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 12:39:56 +00:00
7c2323bdc3
This makes AGI quite a bit less noisy by default. svn-id: r53868
442 lines
9.9 KiB
C++
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
|