scummvm/engines/agi/keyboard.cpp
Paweł Kołodziejski 107073537e imported AGI engine
svn-id: r22588
2006-05-23 23:43:52 +00:00

389 lines
8.0 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien Team
*
* 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 "common/stdafx.h"
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
#include "agi/text.h" /* remove later */
namespace Agi {
char last_sentence[40];
#ifdef USE_CONSOLE
extern struct agi_console console;
#endif
/* FIXME */
extern int open_dialogue;
struct string_data {
int x;
int y;
int len;
int str;
};
struct string_data stringdata;
/*
* IBM-PC keyboard scancodes
*/
uint8 scancode_table[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 init_words() {
game.num_ego_words = 0;
}
void clean_input() {
while (game.num_ego_words)
free(game.ego_words[--game.num_ego_words].word);
}
void get_string(int x, int y, int len, int str) {
new_input_mode(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 do_poll_keyboard() {
int key = 0;
/* If a key is ready, rip it */
if (keypress()) {
key = get_key();
debugC(3, kDebugLevelInput, "key %02x pressed", key);
}
return key;
}
int handle_controller(int key) {
struct vt_entry *v = &game.view_table[0];
int i;
/* The Black Cauldron needs KEY_ESCAPE to use menus */
if (key == 0 /*|| key == KEY_ESCAPE */ )
return false;
debugC(3, kDebugLevelInput, "key = %04x", key);
for (i = 0; i < MAX_DIRS; i++) {
if (game.ev_keyp[i].data == key) {
debugC(3, kDebugLevelInput, "event %d: key press", i);
game.ev_keyp[i].occured = true;
report("event AC:%i occured\n", i);
return true;
}
}
#ifdef USE_MOUSE
if (key == BUTTON_LEFT) {
if (getflag(F_menus_work) && mouse.y <= CHAR_LINES) {
new_input_mode(INPUT_MENU);
return true;
}
}
#endif
if (game.player_control) {
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;
}
}
#ifdef USE_MOUSE
if (!opt.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;
}
}
#endif
v->flags &= ~ADJ_EGO_XY;
if (d || key == KEY_STATIONARY) {
v->direction = v->direction == d ? 0 : d;
return true;
}
}
return false;
}
void handle_getstring(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 KEY_ENTER:
debugC(3, kDebugLevelInput, "KEY_ENTER");
game.has_prompt = 0;
buf[pos] = 0;
strcpy(game.strings[stringdata.str], buf);
debugC(3, kDebugLevelInput, "buffer=[%s]", buf);
buf[pos = 0] = 0;
new_input_mode(INPUT_NORMAL);
print_character(stringdata.x + strlen(game.strings[stringdata.str]) + 1,
stringdata.y, ' ', game.color_fg, game.color_bg);
return;
case KEY_ESCAPE:
debugC(3, kDebugLevelInput, "KEY_ESCAPE");
game.has_prompt = 0;
buf[pos = 0] = 0;
strcpy(game.strings[stringdata.str], buf);
new_input_mode(INPUT_NORMAL);
/* new_input_mode (INPUT_MENU); */
break;
case KEY_BACKSPACE: /*0x08: */
if (!pos)
break;
print_character(stringdata.x + (pos + 1), stringdata.y,
' ', game.color_fg, game.color_bg);
pos--;
buf[pos] = 0;
break;
default:
if (key < 0x20 || key > 0x7f)
break;
if (pos >= stringdata.len)
break;
buf[pos++] = key;
buf[pos] = 0;
/* Echo */
print_character(stringdata.x + pos, stringdata.y, buf[pos - 1],
game.color_fg, game.color_bg);
break;
}
/* print cursor */
print_character(stringdata.x + pos + 1, stringdata.y,
(char)game.cursor_char, game.color_fg, game.color_bg);
}
void handle_keys(int key) {
uint8 *p = NULL;
int c = 0;
static uint8 formated_entry[256];
int l = game.line_user_input;
int fg = game.color_fg, bg = game.color_bg;
setvar(V_word_not_found, 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.input_buffer; *p && *p == 0x20; p++);
/* Copy to internal buffer */
for (; *p; p++) {
/* Squash spaces */
if (*p == 0x20 && *(p + 1) == 0x20) {
p++;
continue;
}
formated_entry[c++] = tolower(*p);
}
formated_entry[c++] = 0;
/* Handle string only if it's not empty */
if (formated_entry[0]) {
strcpy((char *)game.echo_buffer, (const char *)game.input_buffer);
strcpy(last_sentence, (const char *)formated_entry);
dictionary_words(last_sentence);
}
/* Clear to start a new line */
game.has_prompt = 0;
game.input_buffer[game.cursor_pos = 0] = 0;
debugC(3, kDebugLevelInput, "clear lines");
clear_lines(l, l + 1, bg);
flush_lines(l, l + 1);
break;
case KEY_ESCAPE:
debugC(3, kDebugLevelInput, "KEY_ESCAPE");
new_input_mode(INPUT_MENU);
break;
case KEY_BACKSPACE:
/* Ignore backspace at start of line */
if (game.cursor_pos == 0)
break;
/* erase cursor */
print_character(game.cursor_pos + 1, l, ' ', fg, bg);
game.input_buffer[--game.cursor_pos] = 0;
/* Print cursor */
print_character(game.cursor_pos + 1, l, game.cursor_char, fg, bg);
break;
default:
/* Ignore invalid keystrokes */
if (key < 0x20 || key > 0x7f)
break;
/* Maximum input size reached */
if (game.cursor_pos >= getvar(V_max_input_chars))
break;
game.input_buffer[game.cursor_pos++] = key;
game.input_buffer[game.cursor_pos] = 0;
/* echo */
print_character(game.cursor_pos, l, game.input_buffer[game.cursor_pos - 1], fg, bg);
/* Print cursor */
print_character(game.cursor_pos + 1, l, game.cursor_char, fg, bg);
break;
}
}
int wait_key() {
int key;
/* clear key queue */
while (keypress()) {
get_key();
}
debugC(3, kDebugLevelInput, "waiting...");
while (42) {
poll_timer(); /* msdos driver -> does nothing */
key = do_poll_keyboard();
if (!console_keyhandler(key)) {
if (key == KEY_ENTER || key == KEY_ESCAPE
#ifdef USE_MOUSE
|| key == BUTTON_LEFT
#endif
)
break;
}
console_cycle();
}
return key;
}
int wait_any_key() {
int key;
/* clear key queue */
while (keypress()) {
get_key();
}
debugC(3, kDebugLevelInput, "waiting...");
while (42) {
poll_timer(); /* msdos driver -> does nothing */
key = do_poll_keyboard();
if (!console_keyhandler(key) && key)
break;
console_cycle();
}
return key;
}
} // End of namespace Agi