diff options
Diffstat (limited to 'engines/agi/keyboard.cpp')
-rw-r--r-- | engines/agi/keyboard.cpp | 240 |
1 files changed, 137 insertions, 103 deletions
diff --git a/engines/agi/keyboard.cpp b/engines/agi/keyboard.cpp index 2a5f801a25..07aec985c8 100644 --- a/engines/agi/keyboard.cpp +++ b/engines/agi/keyboard.cpp @@ -68,52 +68,16 @@ void AgiEngine::processEvents() { while (_eventMan->pollEvent(event)) { switch (event.type) { - case Common::EVENT_PREDICTIVE_DIALOG: { - GUI::PredictiveDialog _predictiveDialog; - _predictiveDialog.runModal(); -#if 0 - strcpy(_predictiveResult, _predictiveDialog.getResult()); - if (strcmp(_predictiveResult, "")) { - if (_game.inputMode == INPUTMODE_NORMAL) { - //strcpy((char *)_game.inputBuffer, _predictiveResult); - //handleKeys(KEY_ENTER); - // TODO: repair predictive - } else if (_game.inputMode == INPUTMODE_GETSTRING) { - strcpy(_game.strings[_stringdata.str], _predictiveResult); - newInputMode(INPUTMODE_NORMAL); - //_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1, - // _stringdata.y, ' ', 15, 0); - } else if (_game.inputMode == INPUTMODE_NONE) { - for (int n = 0; _predictiveResult[n]; n++) - keyEnqueue(_predictiveResult[n]); - } - } -#endif - /* - if (predictiveDialog()) { - if (_game.inputMode == INPUT_NORMAL) { - strcpy((char *)_game.inputBuffer, _predictiveResult); - handleKeys(KEY_ENTER); - } else if (_game.inputMode == INPUT_GETSTRING) { - 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); - } else if (_game.inputMode == INPUT_NONE) { - for (int n = 0; _predictiveResult[n]; n++) - keyEnqueue(_predictiveResult[n]); - } - } - */ - } + case Common::EVENT_PREDICTIVE_DIALOG: + showPredictiveDialog(); break; case Common::EVENT_LBUTTONDOWN: if (_game.mouseEnabled) { key = AGI_MOUSE_BUTTON_LEFT; _mouse.button = kAgiMouseButtonLeft; keyEnqueue(key); - _mouse.x = event.mouse.x; - _mouse.y = event.mouse.y; + _mouse.pos.x = event.mouse.x; + _mouse.pos.y = event.mouse.y; } break; case Common::EVENT_RBUTTONDOWN: @@ -121,8 +85,8 @@ void AgiEngine::processEvents() { key = AGI_MOUSE_BUTTON_RIGHT; _mouse.button = kAgiMouseButtonRight; keyEnqueue(key); - _mouse.x = event.mouse.x; - _mouse.y = event.mouse.y; + _mouse.pos.x = event.mouse.x; + _mouse.pos.y = event.mouse.y; } break; case Common::EVENT_WHEELUP: @@ -139,20 +103,20 @@ void AgiEngine::processEvents() { break; case Common::EVENT_MOUSEMOVE: if (_game.mouseEnabled) { - _mouse.x = event.mouse.x; - _mouse.y = event.mouse.y; + _mouse.pos.x = event.mouse.x; + _mouse.pos.y = event.mouse.y; if (!_game.mouseFence.isEmpty()) { - if (_mouse.x < _game.mouseFence.left) - _mouse.x = _game.mouseFence.left; - if (_mouse.x > _game.mouseFence.right) - _mouse.x = _game.mouseFence.right; - if (_mouse.y < _game.mouseFence.top) - _mouse.y = _game.mouseFence.top; - if (_mouse.y > _game.mouseFence.bottom) - _mouse.y = _game.mouseFence.bottom; - - g_system->warpMouse(_mouse.x, _mouse.y); + if (_mouse.pos.x < _game.mouseFence.left) + _mouse.pos.x = _game.mouseFence.left; + if (_mouse.pos.x > _game.mouseFence.right) + _mouse.pos.x = _game.mouseFence.right; + if (_mouse.pos.y < _game.mouseFence.top) + _mouse.pos.y = _game.mouseFence.top; + if (_mouse.pos.y > _game.mouseFence.bottom) + _mouse.pos.y = _game.mouseFence.bottom; + + g_system->warpMouse(_mouse.pos.x, _mouse.pos.y); } } @@ -161,8 +125,8 @@ void AgiEngine::processEvents() { case Common::EVENT_RBUTTONUP: if (_game.mouseEnabled) { _mouse.button = kAgiMouseButtonUp; - _mouse.x = event.mouse.x; - _mouse.y = event.mouse.y; + _mouse.pos.x = event.mouse.x; + _mouse.pos.y = event.mouse.y; } break; case Common::EVENT_KEYDOWN: @@ -347,6 +311,86 @@ int16 AgiEngine::getSpecialMenuControllerSlot() { return -1; } +bool AgiEngine::handleMouseClicks(uint16 &key) { + // No mouse click? -> exit + if (key != AGI_MOUSE_BUTTON_LEFT) + return false; + + Common::Rect displayLineRect(DISPLAY_WIDTH, FONT_DISPLAY_HEIGHT); + int16 statusRow = _text->statusRow_Get(); + + displayLineRect.moveTo(0, statusRow * FONT_DISPLAY_HEIGHT); + + if (displayLineRect.contains(_mouse.pos)) { + if (getFlag(VM_FLAG_MENUS_WORK) && _menu->isAvailable()) { + warning("click on status line -> menu TODO"); + // TODO: menu + // This should be done in a better way as in simulate ESC key + // Sierra seems to have hardcoded it in some way, but we would have to verify, what flags + // they checked. The previous way wasn't accurate. Mouse support for menu is missing atm anyway. + //if ((getflag(VM_FLAG_MENUS_WORK) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) { + // newInputMode(INPUTMODE_MENU); + // return true; + //} + key = 0; // eat event + return true; + } + } + + if (_text->promptIsEnabled() && (!cycleInnerLoopIsActive()) ) { + // Prompt is currently enabled, but no inner loop is active + int16 promptRow = _text->promptRow_Get(); + + displayLineRect.moveTo(0, promptRow * FONT_DISPLAY_HEIGHT); + + if (displayLineRect.contains(_mouse.pos)) { + // and user clicked within the line of the prompt + showPredictiveDialog(); + + key = 0; // eat event + return true; + } + } + + if (cycleInnerLoopIsActive()) { + // inner loop active, check what kind of loop it is. Then process / forward it + switch (_game.cycleInnerLoopType) { + case CYCLE_INNERLOOP_GETSTRING: + case CYCLE_INNERLOOP_GETNUMBER: { + // process in here + int16 stringRow, stringColumn, stringMaxLen; + + _text->stringPos_Get(stringRow, stringColumn); + stringMaxLen = _text->stringGetMaxLen(); + + Common::Rect displayRect(stringMaxLen * FONT_DISPLAY_WIDTH, FONT_DISPLAY_HEIGHT); + displayRect.moveTo(stringColumn * FONT_DISPLAY_WIDTH, stringRow * FONT_DISPLAY_HEIGHT); + + if (displayRect.contains(_mouse.pos)) { + // user clicked inside the input space + showPredictiveDialog(); + + key = 0; // eat event + return true; + } + break; + } + case CYCLE_INNERLOOP_INVENTORY: + // TODO: forward + break; + case CYCLE_INNERLOOP_MENU: + // TODO: forward + break; + case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT: + // TODO: forward + break; + default: + break; + } + } + return false; +} + bool AgiEngine::handleController(uint16 key) { ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY]; @@ -407,51 +451,6 @@ bool AgiEngine::handleController(uint16 key) { } } - if (key == AGI_MOUSE_BUTTON_LEFT) { - // call mouse when click is done on status bar - // TODO - // This should be done in a better way as in simulate ESC key - // Sierra seems to have hardcoded it in some way, but we would have to verify, what flags - // they checked. The previous way wasn't accurate. Mouse support for menu is missing atm anyway. - //if ((getflag(VM_FLAG_MENUS_WORK) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) { - // newInputMode(INPUTMODE_MENU); - // return true; - //} - } - - // Show predictive dialog if the user clicks on input area - if (key == AGI_MOUSE_BUTTON_LEFT && - (int)_mouse.y >= _text->promptRow_Get() * FONT_DISPLAY_HEIGHT && - (int)_mouse.y <= (_text->promptRow_Get() + 1) * FONT_DISPLAY_HEIGHT) { - GUI::PredictiveDialog _predictiveDialog; - _predictiveDialog.runModal(); -#if 0 - strcpy(_predictiveResult, _predictiveDialog.getResult()); - if (strcmp(_predictiveResult, "")) { - if (_game.inputMode == INPUTMODE_NONE) { - for (int n = 0; _predictiveResult[n]; n++) - keyEnqueue(_predictiveResult[n]); - } else { - //strcpy((char *)_game.inputBuffer, _predictiveResult); - //handleKeys(KEY_ENTER); - // TODO - } - } -#endif - /* - if (predictiveDialog()) { - if (_game.inputMode == INPUT_NONE) { - for (int n = 0; _predictiveResult[n]; n++) - keyEnqueue(_predictiveResult[n]); - } else { - strcpy((char *)_game.inputBuffer, _predictiveResult); - handleKeys(KEY_ENTER); - } - } - */ - return true; - } - int16 newDirection = 0; switch (key) { @@ -498,8 +497,8 @@ bool AgiEngine::handleController(uint16 key) { //v->flags |= fAdjEgoXY; // setting fAdjEgoXY here will at least break "climbing the log" in SQ2 // in case you walked to the log by using the mouse, so don't!!! - int16 egoDestinationX = _mouse.x; - int16 egoDestinationY = _mouse.y; + int16 egoDestinationX = _mouse.pos.x; + int16 egoDestinationY = _mouse.pos.y; adjustPosToGameScreen(egoDestinationX, egoDestinationY); screenObjEgo->motionType = kMotionEgo; @@ -534,6 +533,41 @@ bool AgiEngine::handleController(uint16 key) { return false; } +bool AgiEngine::showPredictiveDialog() { + GUI::PredictiveDialog predictiveDialog; + + inGameTimerPause(); + predictiveDialog.runModal(); + inGameTimerResume(); + + Common::String predictiveResult(predictiveDialog.getResult()); + uint16 predictiveResultLen = predictiveResult.size(); + if (predictiveResult.size()) { + // User actually entered something + for (int16 resultPos = 0; resultPos < predictiveResultLen; resultPos++) { + keyEnqueue(predictiveResult[resultPos]); + } + if (!cycleInnerLoopIsActive()) { + if (_text->promptIsEnabled()) { + // add ENTER, when the input is probably meant for the prompt + keyEnqueue(AGI_KEY_ENTER); + } + } else { + switch (_game.cycleInnerLoopType) { + case CYCLE_INNERLOOP_GETSTRING: + case CYCLE_INNERLOOP_GETNUMBER: + // add ENTER, when the input is probably meant for GetString/GetNumber + keyEnqueue(AGI_KEY_ENTER); + break; + default: + break; + } + } + return true; + } + return false; +} + int AgiEngine::waitKey() { int key = 0; |