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authorMax Horn2004-09-20 22:04:06 +0000
committerMax Horn2004-09-20 22:04:06 +0000
commitfaf42c28588e7588c00f54fb01b432abb17ff0e2 (patch)
tree3febf53c15b9e33792586723f170e58a4d9180d6 /scumm/input.cpp
parent6bafcf81d117364291dbdd01efd23936e4489f39 (diff)
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Moved some init code around (hopefully this'll help PalmOS)
svn-id: r15209
Diffstat (limited to 'scumm/input.cpp')
-rw-r--r--scumm/input.cpp406
1 files changed, 406 insertions, 0 deletions
diff --git a/scumm/input.cpp b/scumm/input.cpp
new file mode 100644
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+++ b/scumm/input.cpp
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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2001 Ludvig Strigeus
+ * Copyright (C) 2001-2004 The ScummVM project
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ *
+ */
+
+#include "stdafx.h"
+
+#include "common/config-manager.h"
+
+#include "scumm/debugger.h"
+#include "scumm/imuse.h"
+#include "scumm/insane/insane.h"
+#include "scumm/scumm.h"
+#include "scumm/sound.h"
+
+namespace Scumm {
+
+enum MouseButtonStatus {
+ msDown = 1,
+ msClicked = 2
+};
+
+void ScummEngine::parseEvents() {
+ OSystem::Event event;
+
+ while (_system->poll_event(&event)) {
+
+ switch(event.event_code) {
+ case OSystem::EVENT_KEYDOWN:
+ if (event.kbd.keycode >= '0' && event.kbd.keycode <= '9'
+ && (event.kbd.flags == OSystem::KBD_ALT ||
+ event.kbd.flags == OSystem::KBD_CTRL)) {
+ _saveLoadSlot = event.kbd.keycode - '0';
+
+ // don't overwrite autosave (slot 0)
+ if (_saveLoadSlot == 0)
+ _saveLoadSlot = 10;
+
+ sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot);
+ _saveLoadFlag = (event.kbd.flags == OSystem::KBD_ALT) ? 1 : 2;
+ _saveTemporaryState = false;
+ } else if (event.kbd.flags == OSystem::KBD_CTRL) {
+ if (event.kbd.keycode == 'f')
+ _fastMode ^= 1;
+ else if (event.kbd.keycode == 'g')
+ _fastMode ^= 2;
+ else if (event.kbd.keycode == 'd')
+ _debugger->attach();
+ else if (event.kbd.keycode == 's')
+ resourceStats();
+ else
+ _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
+ } else if (event.kbd.flags & OSystem::KBD_ALT) {
+ // The result must be 273 for Alt-W
+ // because that's what MI2 looks for in
+ // its "instant win" cheat.
+ _keyPressed = event.kbd.keycode + 154;
+ } else if (event.kbd.ascii == 315 && (_gameId == GID_CMI && !(_features & GF_DEMO))) {
+ // FIXME: support in-game menu screen. For now, this remaps F1 to F5 in COMI
+ _keyPressed = 319;
+ } else if (_gameId == GID_INDY4 && event.kbd.ascii >= '0' && event.kbd.ascii <= '9') {
+ // To support keyboard fighting in FOA, we need to remap the number keys.
+ // FOA apparently expects PC scancode values (see script 46 if you want
+ // to know where I got these numbers from).
+ static const int numpad[10] = {
+ '0',
+ 335, 336, 337,
+ 331, 332, 333,
+ 327, 328, 329
+ };
+ _keyPressed = numpad[event.kbd.ascii - '0'];
+ } else if (event.kbd.ascii < 273 || event.kbd.ascii > 276 || _version >= 7) {
+ // don't let game have arrow keys as we currently steal them
+ // for keyboard cursor control
+ // this fixes bug with up arrow (273) corresponding to
+ // "instant win" cheat in MI2 mentioned above
+ //
+ // This is not applicable to Full Throttle as it processes keyboard
+ // cursor control by itself. Also it fixes derby scene
+ _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
+ }
+
+ if (_keyPressed >= 512)
+ debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed);
+ else
+ _keyDownMap[_keyPressed] = true;
+ break;
+
+ case OSystem::EVENT_KEYUP:
+ // FIXME: for some reason OSystem::KBD_ALT is set sometimes
+ // possible to a bug in sdl-common.cpp
+ if (event.kbd.ascii >= 512)
+ debugC(DEBUG_GENERAL, "keyPressed > 512 (%d)", event.kbd.ascii);
+ else
+ _keyDownMap[event.kbd.ascii] = false;
+ break;
+
+ case OSystem::EVENT_MOUSEMOVE:
+ _mouse.x = event.mouse.x;
+ _mouse.y = event.mouse.y;
+ break;
+
+ case OSystem::EVENT_LBUTTONDOWN:
+ _leftBtnPressed |= msClicked|msDown;
+#if defined(_WIN32_WCE) || defined(__PALM_OS__)
+ _mouse.x = event.mouse.x;
+ _mouse.y = event.mouse.y;
+#endif
+ break;
+
+ case OSystem::EVENT_RBUTTONDOWN:
+ _rightBtnPressed |= msClicked|msDown;
+#if defined(_WIN32_WCE) || defined(__PALM_OS__)
+ _mouse.x = event.mouse.x;
+ _mouse.y = event.mouse.y;
+#endif
+ break;
+
+ case OSystem::EVENT_LBUTTONUP:
+ _leftBtnPressed &= ~msDown;
+ break;
+
+ case OSystem::EVENT_RBUTTONUP:
+ _rightBtnPressed &= ~msDown;
+ break;
+
+ // The following two cases enable dialog choices to be
+ // scrolled through in the SegaCD version of MI
+ // as nothing else uses the wheel don't bother
+ // checking the gameid
+
+ case OSystem::EVENT_WHEELDOWN:
+ _keyPressed = 55;
+ break;
+
+ case OSystem::EVENT_WHEELUP:
+ _keyPressed = 54;
+ break;
+
+ case OSystem::EVENT_QUIT:
+ if (_confirmExit)
+ confirmexitDialog();
+ else
+ _quit = true;
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+void ScummEngine::clearClickedStatus() {
+ _keyPressed = 0;
+ _mouseButStat = 0;
+ _leftBtnPressed &= ~msClicked;
+ _rightBtnPressed &= ~msClicked;
+}
+
+void ScummEngine::processKbd(bool smushMode) {
+ int saveloadkey;
+
+ _lastKeyHit = _keyPressed;
+ _keyPressed = 0;
+ if (((_version <= 2) || (_features & GF_FMTOWNS && _version == 3)) && 315 <= _lastKeyHit && _lastKeyHit < 315+12) {
+ // Convert F-Keys for V1/V2 games (they start at 1 instead of at 315)
+ _lastKeyHit -= 314;
+ }
+
+
+ //
+ // Clip the mouse coordinates, and compute _virtualMouse.x (and clip it, too)
+ //
+ if (_mouse.x < 0)
+ _mouse.x = 0;
+ if (_mouse.x > _screenWidth-1)
+ _mouse.x = _screenWidth-1;
+ if (_mouse.y < 0)
+ _mouse.y = 0;
+ if (_mouse.y > _screenHeight-1)
+ _mouse.y = _screenHeight-1;
+
+ _virtualMouse.x = _mouse.x + virtscr[0].xstart;
+ _virtualMouse.y = _mouse.y - virtscr[0].topline;
+ if (_features & GF_NEW_CAMERA)
+ _virtualMouse.y += _screenTop;
+
+ if (_virtualMouse.y < 0)
+ _virtualMouse.y = -1;
+ if (_virtualMouse.y >= virtscr[0].h)
+ _virtualMouse.y = -1;
+
+ //
+ // Determine the mouse button state.
+ //
+ _mouseButStat = 0;
+
+ // Interpret 'return' as left click and 'tab' as right click
+ if (_lastKeyHit && _cursor.state > 0) {
+ if (_lastKeyHit == 9) {
+ _mouseButStat = MBS_RIGHT_CLICK;
+ _lastKeyHit = 0;
+ } else if (_lastKeyHit == 13) {
+ _mouseButStat = MBS_LEFT_CLICK;
+ _lastKeyHit = 0;
+ }
+ }
+
+ if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _version > 3) {
+ // Pressing both mouse buttons is treated as if you pressed
+ // the cutscene exit key (i.e. ESC in most games). That mimicks
+ // the behaviour of the original engine where pressing both
+ // mouse buttons also skips the current cutscene.
+ _mouseButStat = 0;
+ _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
+ } else if (_rightBtnPressed & msClicked && (_version < 4 && _gameId != GID_LOOM)) {
+ // Pressing right mouse button is treated as if you pressed
+ // the cutscene exit key (i.e. ESC in most games). That mimicks
+ // the behaviour of the original engine where pressing right
+ // mouse button also skips the current cutscene.
+ _mouseButStat = 0;
+ _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
+ } else if (_leftBtnPressed & msClicked) {
+ _mouseButStat = MBS_LEFT_CLICK;
+ } else if (_rightBtnPressed & msClicked) {
+ _mouseButStat = MBS_RIGHT_CLICK;
+ }
+
+ if (_version == 8) {
+ VAR(VAR_MOUSE_BUTTONS) = 0;
+ VAR(VAR_MOUSE_HOLD) = 0;
+ VAR(VAR_RIGHTBTN_HOLD) = 0;
+
+ if (_leftBtnPressed & msClicked)
+ VAR(VAR_MOUSE_BUTTONS) += 1;
+
+ if (_rightBtnPressed & msClicked)
+ VAR(VAR_MOUSE_BUTTONS) += 2;
+
+ if (_leftBtnPressed & msDown)
+ VAR(VAR_MOUSE_HOLD) += 1;
+
+ if (_rightBtnPressed & msDown) {
+ VAR(VAR_RIGHTBTN_HOLD) = 1;
+ VAR(VAR_MOUSE_HOLD) += 2;
+ }
+ } else if (_version >= 6) {
+ VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
+ VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
+
+ if (_version == 7) {
+ VAR(VAR_LEFTBTN_DOWN) = (_leftBtnPressed & msClicked) != 0;
+ VAR(VAR_RIGHTBTN_DOWN) = (_rightBtnPressed & msClicked) != 0;
+ }
+ }
+
+ _leftBtnPressed &= ~msClicked;
+ _rightBtnPressed &= ~msClicked;
+
+ if (!_lastKeyHit)
+ return;
+
+ // If a key script was specified (a V8 feature), and it's trigger
+ // key was pressed, run it.
+ if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) {
+ runScript(_keyScriptNo, 0, 0, 0);
+ return;
+ }
+
+#ifdef _WIN32_WCE
+ if (_lastKeyHit == KEY_ALL_SKIP) {
+ // Skip cutscene
+ if (smushMode) {
+ _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
+ }
+ else
+ if (vm.cutScenePtr[vm.cutSceneStackPointer])
+ _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
+ else
+ // Skip talk
+ if (_talkDelay > 0)
+ _lastKeyHit = (uint)VAR(VAR_TALKSTOP_KEY);
+ else
+ // Escape
+ _lastKeyHit = 27;
+ }
+#endif
+
+ if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY) ||
+ (((_version <= 2) || (_features & GF_FMTOWNS && _version == 3)) && _lastKeyHit == 8)) {
+ confirmrestartDialog();
+ return;
+ }
+
+ if ((VAR_PAUSE_KEY != 0xFF && _lastKeyHit == VAR(VAR_PAUSE_KEY)) ||
+ (VAR_PAUSE_KEY == 0xFF && _lastKeyHit == ' ')) {
+ pauseGame();
+ return;
+ }
+
+ // COMI version string is hard coded
+ // Dig/FT version strings are partly hard coded too
+ if (_version == 7 && _lastKeyHit == VAR(VAR_VERSION_KEY)) {
+ versionDialog();
+ return;
+ }
+
+ if ((_version <= 2) || (_features & GF_FMTOWNS && _version == 3))
+ saveloadkey = 5; // F5
+ else if ((_version <= 3) || (_gameId == GID_SAMNMAX) || (_gameId == GID_CMI) || (_heversion >= 72))
+ saveloadkey = 319; // F5
+ else
+ saveloadkey = VAR(VAR_MAINMENU_KEY);
+
+ if (_lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY) ||
+ (VAR(VAR_CUTSCENEEXIT_KEY) == 4 && _lastKeyHit == 27)) {
+ // Skip cutscene (or active SMUSH video). For the V2 games, which
+ // normally use F4 for this, we add in a hack that makes escape work,
+ // too (just for convenience).
+ if (smushMode) {
+ if (_gameId == GID_FT)
+ _insane->escapeKeyHandler();
+ else
+ _smushVideoShouldFinish = true;
+ }
+ if (!smushMode || _smushVideoShouldFinish)
+ abortCutscene();
+ if (_version <= 2) {
+ // Ensure that the input script also sees the key press.
+ // This is necessary so you can abort the airplane travel
+ // in Zak.
+ VAR(VAR_KEYPRESS) = VAR(VAR_CUTSCENEEXIT_KEY);
+ }
+ } else if (_lastKeyHit == saveloadkey) {
+ if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
+ runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0);
+
+ mainMenuDialog(); // Display NewGui
+
+ if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
+ runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0);
+ return;
+ } else if (VAR_TALKSTOP_KEY != 0xFF && _lastKeyHit == VAR(VAR_TALKSTOP_KEY)) {
+ _talkDelay = 0;
+ if (_sound->_sfxMode & 2)
+ stopTalk();
+ return;
+ } else if (_lastKeyHit == '[') { // [ Music volume down
+ int vol = ConfMan.getInt("music_volume");
+ if (!(vol & 0xF) && vol)
+ vol -= 16;
+ vol = vol & 0xF0;
+ ConfMan.set("music_volume", vol);
+ if (_imuse)
+ _imuse->set_music_volume (vol);
+ } else if (_lastKeyHit == ']') { // ] Music volume up
+ int vol = ConfMan.getInt("music_volume");
+ vol = (vol + 16) & 0xFF0;
+ if (vol > 255) vol = 255;
+ ConfMan.set("music_volume", vol);
+ if (_imuse)
+ _imuse->set_music_volume (vol);
+ } else if (_lastKeyHit == '-') { // - text speed down
+ if (_defaultTalkDelay < 9)
+ _defaultTalkDelay++;
+ if (VAR_CHARINC != 0xFF)
+ VAR(VAR_CHARINC) = _defaultTalkDelay;
+ } else if (_lastKeyHit == '+') { // + text speed up
+ if (_defaultTalkDelay > 0)
+ _defaultTalkDelay--;
+ if (VAR_CHARINC != 0xFF)
+ VAR(VAR_CHARINC) = _defaultTalkDelay;
+ } else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console
+ _debugger->attach();
+ } else if (_version <= 2) {
+ // Store the input type. So far we can't distinguish
+ // between 1, 3 and 5.
+ // 1) Verb 2) Scene 3) Inv. 4) Key
+ // 5) Sentence Bar
+
+ if (_lastKeyHit) { // Key Input
+ VAR(VAR_KEYPRESS) = _lastKeyHit;
+ }
+ }
+
+ _mouseButStat = _lastKeyHit;
+}
+
+} // End of namespace Scumm