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author | Max Horn | 2004-09-20 22:04:06 +0000 |
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committer | Max Horn | 2004-09-20 22:04:06 +0000 |
commit | faf42c28588e7588c00f54fb01b432abb17ff0e2 (patch) | |
tree | 3febf53c15b9e33792586723f170e58a4d9180d6 /scumm/input.cpp | |
parent | 6bafcf81d117364291dbdd01efd23936e4489f39 (diff) | |
download | scummvm-rg350-faf42c28588e7588c00f54fb01b432abb17ff0e2.tar.gz scummvm-rg350-faf42c28588e7588c00f54fb01b432abb17ff0e2.tar.bz2 scummvm-rg350-faf42c28588e7588c00f54fb01b432abb17ff0e2.zip |
Moved some init code around (hopefully this'll help PalmOS)
svn-id: r15209
Diffstat (limited to 'scumm/input.cpp')
-rw-r--r-- | scumm/input.cpp | 406 |
1 files changed, 406 insertions, 0 deletions
diff --git a/scumm/input.cpp b/scumm/input.cpp new file mode 100644 index 0000000000..7cde2903c2 --- /dev/null +++ b/scumm/input.cpp @@ -0,0 +1,406 @@ +/* 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 |