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author | Max Horn | 2007-06-23 10:46:32 +0000 |
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committer | Max Horn | 2007-06-23 10:46:32 +0000 |
commit | 3ce5f8abf3a1d293071eba7f640caa1ead0a9596 (patch) | |
tree | e74c33405bd40b88c956c544617089fac14c9236 /engines | |
parent | 4e4358e8c33bfcf8213c5b9938551835d583f747 (diff) | |
download | scummvm-rg350-3ce5f8abf3a1d293071eba7f640caa1ead0a9596.tar.gz scummvm-rg350-3ce5f8abf3a1d293071eba7f640caa1ead0a9596.tar.bz2 scummvm-rg350-3ce5f8abf3a1d293071eba7f640caa1ead0a9596.zip |
Made use of full Common::KeyState in SCUMM (there is still lots of room for improvements, though)
svn-id: r27656
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/input.cpp | 34 |
1 files changed, 14 insertions, 20 deletions
diff --git a/engines/scumm/input.cpp b/engines/scumm/input.cpp index dce0340018..d8fc4dac5b 100644 --- a/engines/scumm/input.cpp +++ b/engines/scumm/input.cpp @@ -93,7 +93,7 @@ void ScummEngine::parseEvents() { // FIXME: Handle this specific property inside processKeyboard ? _keyPressed = event.kbd; _keyPressed.ascii = event.kbd.keycode + 154; - } else if (event.kbd.ascii == Common::KEYCODE_F1 && (_game.id == GID_CMI && !(_game.features & GF_DEMO))) { + } else if (event.kbd.keycode == Common::KEYCODE_F1 && (_game.id == GID_CMI && !(_game.features & GF_DEMO))) { // FIXME: support in-game menu screen. For now, this remaps F1 to F5 in COMI // FIXME: Handle this specific property inside processKeyboard ? _keyPressed = Common::KeyState(Common::KEYCODE_F5, Common::ASCII_F5); @@ -246,8 +246,8 @@ void ScummEngine::clearClickedStatus() { void ScummEngine_v0::processInput() { // F1 - F3 - if (_keyPressed.ascii >= Common::ASCII_F1 && _keyPressed.ascii <= Common::ASCII_F3) { - switchActor(_keyPressed.ascii - Common::ASCII_F1); + if (_keyPressed.keycode >= Common::KEYCODE_F1 && _keyPressed.keycode <= Common::KEYCODE_F3) { + switchActor(_keyPressed.keycode - Common::KEYCODE_F1); } ScummEngine::processInput(); @@ -358,7 +358,7 @@ void ScummEngine::processInput() { void ScummEngine_v8::processKeyboard(Common::KeyState lastKeyHit) { // Alt-F5 brings up the original save/load dialog - if (lastKeyHit.ascii == 440 && !(_game.features & GF_DEMO)) { + if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT && !(_game.features & GF_DEMO)) { lastKeyHit = Common::KeyState(Common::KEYCODE_F1, Common::ASCII_F1); } @@ -429,12 +429,7 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) { #endif void ScummEngine_v6::processKeyboard(Common::KeyState lastKeyHit) { -printf("lastKeyHit ascii %d, keycode %d, flags %d\n", lastKeyHit.ascii, lastKeyHit.keycode, lastKeyHit.flags); - if (lastKeyHit.ascii == 20) { - // FIXME: The 20 seems to indicate Ctrl-T. Of course this is a - // rather ugly way to detect it -- modifier + ascii code would - // be a *lot* cleaner... - + if (lastKeyHit.keycode == Common::KEYCODE_t && lastKeyHit.flags == Common::KBD_CTRL) { SubtitleSettingsDialog dialog(this, _voiceMode); _voiceMode = runDialog(dialog); @@ -466,13 +461,13 @@ printf("lastKeyHit ascii %d, keycode %d, flags %d\n", lastKeyHit.ascii, lastKeyH void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) { if (lastKeyHit.ascii == ' ') { // space pauseGame(); - } else if (lastKeyHit.ascii == Common::ASCII_F5) { + } else if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == 0) { mainMenuDialog(); - } else if (lastKeyHit.ascii == Common::ASCII_F8) { + } else if (lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.flags == 0) { confirmRestartDialog(); } else { - if ((_game.version == 0 && lastKeyHit.ascii == 27) || + if ((_game.version == 0 && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) || (VAR_CUTSCENEEXIT_KEY != 0xFF && lastKeyHit.ascii == Common::ASCII_F1-1+VAR(VAR_CUTSCENEEXIT_KEY))) { abortCutscene(); } else { @@ -482,8 +477,7 @@ void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) { // Alt-F5 brings up the original save/load dialog - // FIXME -- use keycode + flags instead - if (lastKeyHit.ascii == 440) { + if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT) { lastKeyHit = Common::KeyState(Common::KEYCODE_F5, Common::ASCII_F5); } @@ -492,10 +486,10 @@ void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) { // 1) Verb 2) Scene 3) Inv. 4) Key // 5) Sentence Bar - if (VAR_KEYPRESS != 0xFF && lastKeyHit.ascii) { // Key Input - if (Common::ASCII_F1 <= lastKeyHit.ascii && lastKeyHit.ascii <= Common::ASCII_F9) { + if (VAR_KEYPRESS != 0xFF && lastKeyHit.keycode) { // Key Input + if (Common::KEYCODE_F1 <= lastKeyHit.keycode && lastKeyHit.keycode <= Common::KEYCODE_F12) { // Convert F-Keys for V1/V2 games (they start at 1 instead of at ASCII_F1) - VAR(VAR_KEYPRESS) = lastKeyHit.ascii - Common::ASCII_F1 + 1; + VAR(VAR_KEYPRESS) = lastKeyHit.ascii - Common::KEYCODE_F1 + 1; } else { VAR(VAR_KEYPRESS) = lastKeyHit.ascii; } @@ -504,7 +498,7 @@ void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) { } void ScummEngine_v3::processKeyboard(Common::KeyState lastKeyHit) { - if (_game.platform == Common::kPlatformFMTowns && lastKeyHit.ascii == Common::ASCII_F8) { + if (_game.platform == Common::kPlatformFMTowns && lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.flags == 0) { confirmRestartDialog(); } else { // Fall back to default behavior @@ -542,7 +536,7 @@ void ScummEngine::processKeyboard(Common::KeyState lastKeyHit) { // Alt-F5 brings up the original save/load dialog. - if (lastKeyHit.ascii == 440 && _game.version > 2 && _game.version < 8) { + if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT && _game.version > 2 && _game.version < 8) { // FIXME lastKeyHit = Common::KeyState((Common::KeyCode)saveloadkey); |