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-rw-r--r--engines/agi/keyboard.cpp160
1 files changed, 80 insertions, 80 deletions
diff --git a/engines/agi/keyboard.cpp b/engines/agi/keyboard.cpp
index f159db3d36..198e777e2a 100644
--- a/engines/agi/keyboard.cpp
+++ b/engines/agi/keyboard.cpp
@@ -35,7 +35,7 @@ namespace Agi {
/*
* IBM-PC keyboard scancodes
*/
-uint8 scancode_table[26] = {
+uint8 scancodeTable[26] = {
30, /* A */
48, /* B */
46, /* C */
@@ -64,21 +64,21 @@ uint8 scancode_table[26] = {
44 /* Z */
};
-void AgiEngine::init_words() {
- game.num_ego_words = 0;
+void AgiEngine::initWords() {
+ _game.numEgoWords = 0;
}
-void AgiEngine::clean_input() {
- while (game.num_ego_words)
- free(game.ego_words[--game.num_ego_words].word);
+void AgiEngine::cleanInput() {
+ while (_game.numEgoWords)
+ free(_game.egoWords[--_game.numEgoWords].word);
}
-void AgiEngine::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;
+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;
}
/**
@@ -87,7 +87,7 @@ void AgiEngine::get_string(int x, int y, int len, int str) {
* It handles console keys and insulates AGI from the console. In the main
* loop, handle_keys() handles keyboard input and ego movement.
*/
-int AgiEngine::do_poll_keyboard() {
+int AgiEngine::doPollKeyboard() {
int key = 0;
/* If a key is ready, rip it */
@@ -99,8 +99,8 @@ int AgiEngine::do_poll_keyboard() {
return key;
}
-int AgiEngine::handle_controller(int key) {
- struct vt_entry *v = &game.view_table[0];
+int AgiEngine::handleController(int key) {
+ struct VtEntry *v = &_game.viewTable[0];
int i;
/* The Black Cauldron needs KEY_ESCAPE to use menus */
@@ -110,22 +110,22 @@ int AgiEngine::handle_controller(int key) {
debugC(3, kDebugLevelInput, "key = %04x", key);
for (i = 0; i < MAX_DIRS; i++) {
- if (game.ev_keyp[i].data == key) {
+ if (_game.evKeyp[i].data == key) {
debugC(3, kDebugLevelInput, "event %d: key press", i);
- game.ev_keyp[i].occured = true;
+ _game.evKeyp[i].occured = true;
report("event AC:%i occured\n", i);
return true;
}
}
if (key == BUTTON_LEFT) {
- if (getflag(F_menus_work) && g_mouse.y <= CHAR_LINES) {
- new_input_mode(INPUT_MENU);
+ if (getflag(fMenusWork) && g_mouse.y <= CHAR_LINES) {
+ newInputMode(INPUT_MENU);
return true;
}
}
- if (game.player_control) {
+ if (_game.playerControl) {
int d = 0;
if (!KEY_ASCII(key)) {
@@ -158,16 +158,16 @@ int AgiEngine::handle_controller(int key) {
}
if (key == BUTTON_LEFT &&
- (int)g_mouse.y >= game.line_user_input * CHAR_LINES &&
- (int)g_mouse.y <= (game.line_user_input + 1) * CHAR_LINES) {
+ (int)g_mouse.y >= _game.lineUserInput * CHAR_LINES &&
+ (int)g_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) {
if (predictiveDialog()) {
- strcpy((char *)game.input_buffer, _predictiveResult);
- handle_keys(KEY_ENTER);
+ strcpy((char *)_game.inputBuffer, _predictiveResult);
+ handleKeys(KEY_ENTER);
}
return true;
}
- if (!opt.agimouse) {
+ if (!_opt.agimouse) {
/* Handle mouse button events */
if (key == BUTTON_LEFT) {
v->flags |= ADJ_EGO_XY;
@@ -188,7 +188,7 @@ int AgiEngine::handle_controller(int key) {
return false;
}
-void AgiEngine::handle_getstring(int key) {
+void AgiEngine::handleGetstring(int key) {
static int pos = 0; /* Cursor position */
static char buf[40];
@@ -199,42 +199,42 @@ void AgiEngine::handle_getstring(int key) {
switch (key) {
case BUTTON_LEFT:
- if ((int)g_mouse.y >= stringdata.y * CHAR_LINES &&
- (int)g_mouse.y <= (stringdata.y + 1) * CHAR_LINES) {
+ if ((int)g_mouse.y >= _stringdata.y * CHAR_LINES &&
+ (int)g_mouse.y <= (_stringdata.y + 1) * CHAR_LINES) {
if (predictiveDialog()) {
- strcpy(game.strings[stringdata.str], _predictiveResult);
- new_input_mode(INPUT_NORMAL);
- _gfx->printCharacter(stringdata.x + strlen(game.strings[stringdata.str]) + 1,
- stringdata.y, ' ', game.color_fg, game.color_bg);
+ 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.has_prompt = 0;
+ _game.hasPrompt = 0;
buf[pos] = 0;
- strcpy(game.strings[stringdata.str], buf);
+ strcpy(_game.strings[_stringdata.str], buf);
debugC(3, kDebugLevelInput, "buffer=[%s]", buf);
buf[pos = 0] = 0;
- new_input_mode(INPUT_NORMAL);
- _gfx->printCharacter(stringdata.x + strlen(game.strings[stringdata.str]) + 1,
- stringdata.y, ' ', game.color_fg, game.color_bg);
+ 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.has_prompt = 0;
+ _game.hasPrompt = 0;
buf[pos = 0] = 0;
- strcpy(game.strings[stringdata.str], buf);
- new_input_mode(INPUT_NORMAL);
- /* new_input_mode (INPUT_MENU); */
+ 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.color_fg, game.color_bg);
+ _gfx->printCharacter(_stringdata.x + (pos + 1), _stringdata.y,
+ ' ', _game.colorFg, _game.colorBg);
pos--;
buf[pos] = 0;
break;
@@ -242,42 +242,42 @@ void AgiEngine::handle_getstring(int key) {
if (key < 0x20 || key > 0x7f)
break;
- if (pos >= stringdata.len)
+ if (pos >= _stringdata.len)
break;
buf[pos++] = key;
buf[pos] = 0;
/* Echo */
- _gfx->printCharacter(stringdata.x + pos, stringdata.y, buf[pos - 1],
- game.color_fg, game.color_bg);
+ _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.cursor_char, game.color_fg, game.color_bg);
+ _gfx->printCharacter(_stringdata.x + pos + 1, _stringdata.y,
+ (char)_game.cursorChar, _game.colorFg, _game.colorBg);
}
-void AgiEngine::handle_keys(int key) {
+void AgiEngine::handleKeys(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;
+ static uint8 formatedEntry[256];
+ int l = _game.lineUserInput;
+ int fg = _game.colorFg, bg = _game.colorBg;
- setvar(V_word_not_found, 0);
+ setvar(vWordNotFound, 0);
debugC(3, kDebugLevelInput, "handling key: %02x", key);
switch (key) {
case KEY_ENTER:
debugC(3, kDebugLevelInput, "KEY_ENTER");
- game.keypress = 0;
+ _game.keypress = 0;
/* Remove all leading spaces */
- for (p = game.input_buffer; *p && *p == 0x20; p++);
+ for (p = _game.inputBuffer; *p && *p == 0x20; p++);
/* Copy to internal buffer */
for (; *p; p++) {
@@ -286,39 +286,39 @@ void AgiEngine::handle_keys(int key) {
p++;
continue;
}
- formated_entry[c++] = tolower(*p);
+ formatedEntry[c++] = tolower(*p);
}
- formated_entry[c++] = 0;
+ formatedEntry[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);
+ if (formatedEntry[0]) {
+ strcpy((char *)_game.echoBuffer, (const char *)_game.inputBuffer);
+ strcpy(_lastSentence, (const char *)formatedEntry);
+ dictionaryWords(_lastSentence);
}
/* Clear to start a new line */
- game.has_prompt = 0;
- game.input_buffer[game.cursor_pos = 0] = 0;
+ _game.hasPrompt = 0;
+ _game.inputBuffer[_game.cursorPos = 0] = 0;
debugC(3, kDebugLevelInput, "clear lines");
- clear_lines(l, l + 1, bg);
- flush_lines(l, l + 1);
+ clearLines(l, l + 1, bg);
+ flushLines(l, l + 1);
break;
case KEY_ESCAPE:
debugC(3, kDebugLevelInput, "KEY_ESCAPE");
- new_input_mode(INPUT_MENU);
+ newInputMode(INPUT_MENU);
break;
case KEY_BACKSPACE:
/* Ignore backspace at start of line */
- if (game.cursor_pos == 0)
+ if (_game.cursorPos == 0)
break;
/* erase cursor */
- _gfx->printCharacter(game.cursor_pos + 1, l, ' ', fg, bg);
- game.input_buffer[--game.cursor_pos] = 0;
+ _gfx->printCharacter(_game.cursorPos + 1, l, ' ', fg, bg);
+ _game.inputBuffer[--_game.cursorPos] = 0;
/* Print cursor */
- _gfx->printCharacter(game.cursor_pos + 1, l, game.cursor_char, fg, bg);
+ _gfx->printCharacter(_game.cursorPos + 1, l, _game.cursorChar, fg, bg);
break;
default:
/* Ignore invalid keystrokes */
@@ -326,22 +326,22 @@ void AgiEngine::handle_keys(int key) {
break;
/* Maximum input size reached */
- if (game.cursor_pos >= getvar(V_max_input_chars))
+ if (_game.cursorPos >= getvar(vMaxInputChars))
break;
- game.input_buffer[game.cursor_pos++] = key;
- game.input_buffer[game.cursor_pos] = 0;
+ _game.inputBuffer[_game.cursorPos++] = key;
+ _game.inputBuffer[_game.cursorPos] = 0;
/* echo */
- _gfx->printCharacter(game.cursor_pos, l, game.input_buffer[game.cursor_pos - 1], fg, bg);
+ _gfx->printCharacter(_game.cursorPos, l, _game.inputBuffer[_game.cursorPos - 1], fg, bg);
/* Print cursor */
- _gfx->printCharacter(game.cursor_pos + 1, l, game.cursor_char, fg, bg);
+ _gfx->printCharacter(_game.cursorPos + 1, l, _game.cursorChar, fg, bg);
break;
}
}
-int AgiEngine::wait_key() {
+int AgiEngine::waitKey() {
int key;
/* clear key queue */
@@ -352,7 +352,7 @@ int AgiEngine::wait_key() {
debugC(3, kDebugLevelInput, "waiting...");
for (;;) {
_gfx->pollTimer(); /* msdos driver -> does nothing */
- key = do_poll_keyboard();
+ key = doPollKeyboard();
if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT)
break;
_gfx->doUpdate();
@@ -360,7 +360,7 @@ int AgiEngine::wait_key() {
return key;
}
-int AgiEngine::wait_any_key() {
+int AgiEngine::waitAnyKey() {
int key;
/* clear key queue */
@@ -371,7 +371,7 @@ int AgiEngine::wait_any_key() {
debugC(3, kDebugLevelInput, "waiting...");
for (;;) {
_gfx->pollTimer(); /* msdos driver -> does nothing */
- key = do_poll_keyboard();
+ key = doPollKeyboard();
if (key)
break;
_gfx->doUpdate();
@@ -379,4 +379,4 @@ int AgiEngine::wait_any_key() {
return key;
}
-} // End of namespace Agi
+} // End of namespace Agi