/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "agi/agi.h" #include "agi/graphics.h" #include "agi/keyboard.h" #ifdef __DS__ #include "wordcompletion.h" #endif namespace Agi { // // IBM-PC keyboard scancodes // const uint8 scancodeTable[26] = { 30, // A 48, // B 46, // C 32, // D 18, // E 33, // F 34, // G 35, // H 23, // I 36, // J 37, // K 38, // L 50, // M 49, // N 24, // O 25, // P 16, // Q 19, // R 31, // S 20, // T 22, // U 47, // V 17, // W 45, // X 21, // Y 44 // Z }; void AgiEngine::initWords() { _game.numEgoWords = 0; } void AgiEngine::cleanInput() { while (_game.numEgoWords) free(_game.egoWords[--_game.numEgoWords].word); } 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; } /** * Raw key grabber. * poll_keyboard() is the raw key grabber (above the gfx driver, that is). * It handles console keys and insulates AGI from the console. In the main * loop, handle_keys() handles keyboard input and ego movement. */ int AgiEngine::doPollKeyboard() { int key = 0; // If a key is ready, rip it if (isKeypress()) { key = getKeypress(); debugC(3, kDebugLevelInput, "key %02x pressed", key); } return key; } int AgiEngine::handleController(int key) { VtEntry *v = &_game.viewTable[0]; int i; // AGI 3.149 games, The Black Cauldron and King's Quest 4 need KEY_ESCAPE to use menus // Games with the GF_ESCPAUSE flag need KEY_ESCAPE to pause the game if (key == 0 || (key == KEY_ESCAPE && getVersion() != 0x3149 && getGameID() != GID_BC && getGameID() != GID_KQ4 && !(getFeatures() & GF_ESCPAUSE)) ) return false; if ((getGameID() == GID_MH1 || getGameID() == GID_MH2) && (key == KEY_ENTER) && (_game.inputMode == INPUT_NONE)) { key = 0x20; // Set Enter key to Space in Manhunter when there's no text input } debugC(3, kDebugLevelInput, "key = %04x", key); for (i = 0; i < MAX_CONTROLLERS; i++) { if (_game.controllers[i].keycode == key) { debugC(3, kDebugLevelInput, "event %d: key press", _game.controllers[i].controller); _game.controllerOccured[_game.controllers[i].controller] = true; return true; } } if (key == BUTTON_LEFT) { if ((getflag(fMenusWork) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) { newInputMode(INPUT_MENU); return true; } } // Show predictive dialog if the user clicks on input area if (key == BUTTON_LEFT && (int)_mouse.y >= _game.lineUserInput * CHAR_LINES && (int)_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) { GUI::PredictiveDialog _predictiveDialog; _predictiveDialog.runModal(); strcpy(_predictiveResult, _predictiveDialog.getResult()); if (strcmp(_predictiveResult, "")) { if (_game.inputMode == INPUT_NONE) { for (int n = 0; _predictiveResult[n]; n++) keyEnqueue(_predictiveResult[n]); } else { strcpy((char *)_game.inputBuffer, _predictiveResult); handleKeys(KEY_ENTER); } } /* 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; } if (_game.playerControl) { int d = 0; if (!KEY_ASCII(key)) { switch (key) { case KEY_UP: d = 1; break; case KEY_DOWN: d = 5; break; case KEY_LEFT: d = 7; break; case KEY_RIGHT: d = 3; break; case KEY_UP_RIGHT: d = 2; break; case KEY_DOWN_RIGHT: d = 4; break; case KEY_UP_LEFT: d = 8; break; case KEY_DOWN_LEFT: d = 6; break; } } if (!(getFeatures() & GF_AGIMOUSE)) { // Handle mouse button events if (key == BUTTON_LEFT) { if (getGameID() == GID_PQ1 && _game.vars[vCurRoom] == 116) { // WORKAROUND: Special handling for mouse clicks in the newspaper // screen of PQ1. Fixes bug #3018770. d = 3; // fake a right arrow key (next page) } else { // Click-to-walk mouse interface v->flags |= fAdjEgoXY; v->parm1 = WIN_TO_PIC_X(_mouse.x); v->parm2 = WIN_TO_PIC_Y(_mouse.y); return true; } } } if (d || key == KEY_STATIONARY) { v->flags &= ~fAdjEgoXY; v->direction = v->direction == d ? 0 : d; return true; } } return false; } void AgiEngine::handleGetstring(int key) { static int pos = 0; // Cursor position static char buf[40]; if (KEY_ASCII(key) == 0) return; debugC(3, kDebugLevelInput, "handling key: %02x", key); switch (key) { case BUTTON_LEFT: if ((int)_mouse.y >= _stringdata.y * CHAR_LINES && (int)_mouse.y <= (_stringdata.y + 1) * CHAR_LINES) { GUI::PredictiveDialog _predictiveDialog; _predictiveDialog.runModal(); strcpy(_predictiveResult, _predictiveDialog.getResult()); if (strcmp(_predictiveResult, "")) { 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; } /* if (predictiveDialog()) { 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.hasPrompt = 0; buf[pos] = 0; strcpy(_game.strings[_stringdata.str], buf); debugC(3, kDebugLevelInput, "buffer=[%s]", buf); buf[pos = 0] = 0; 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.hasPrompt = 0; buf[pos = 0] = 0; 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.colorFg, _game.colorBg); pos--; buf[pos] = 0; break; default: if (key < 0x20 || key > 0x7f) break; if (pos >= _stringdata.len) break; buf[pos++] = key; buf[pos] = 0; // Echo _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.cursorChar, _game.colorFg, _game.colorBg); } void AgiEngine::handleKeys(int key) { uint8 *p = NULL; int c = 0; static uint8 formattedEntry[40]; int l = _game.lineUserInput; int fg = _game.colorFg, bg = _game.colorBg; int promptLength = strlen(agiSprintf(_game.strings[0])); setvar(vWordNotFound, 0); debugC(3, kDebugLevelInput, "handling key: %02x", key); switch (key) { case KEY_ENTER: debugC(3, kDebugLevelInput, "KEY_ENTER"); _game.keypress = 0; // Remove all leading spaces for (p = _game.inputBuffer; *p && *p == 0x20; p++) ; // Copy to internal buffer for (; *p && c < 40-1; p++) { // Squash spaces if (*p == 0x20 && *(p + 1) == 0x20) { p++; continue; } formattedEntry[c++] = tolower(*p); } formattedEntry[c++] = 0; // Handle string only if it's not empty if (formattedEntry[0]) { strcpy((char *)_game.echoBuffer, (const char *)_game.inputBuffer); strcpy(_lastSentence, (const char *)formattedEntry); dictionaryWords(_lastSentence); } // Clear to start a new line _game.hasPrompt = 0; _game.inputBuffer[_game.cursorPos = 0] = 0; debugC(3, kDebugLevelInput | kDebugLevelText, "clear lines"); clearLines(l, l + 1, bg); flushLines(l, l + 1); #ifdef __DS__ DS::findWordCompletions((char *) _game.inputBuffer); #endif break; case KEY_ESCAPE: debugC(3, kDebugLevelInput, "KEY_ESCAPE"); newInputMode(INPUT_MENU); break; case KEY_BACKSPACE: // Ignore backspace at start of line if (_game.cursorPos == 0) break; // erase cursor _gfx->printCharacter(_game.cursorPos + promptLength, l, ' ', fg, bg); _game.inputBuffer[--_game.cursorPos] = 0; // Print cursor _gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg); #ifdef __DS__ DS::findWordCompletions((char *) _game.inputBuffer); #endif break; default: // Ignore invalid keystrokes if (key < 0x20 || key > 0x7f) break; // Maximum input size reached if (_game.cursorPos >= getvar(vMaxInputChars)) break; _game.inputBuffer[_game.cursorPos++] = key; _game.inputBuffer[_game.cursorPos] = 0; #ifdef __DS__ DS::findWordCompletions((char *) _game.inputBuffer); #endif // echo _gfx->printCharacter(_game.cursorPos + promptLength - 1, l, _game.inputBuffer[_game.cursorPos - 1], fg, bg); // Print cursor _gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg); break; } } int AgiEngine::waitKey() { int key = 0; clearKeyQueue(); debugC(3, kDebugLevelInput, "waiting..."); while (!(shouldQuit() || _restartGame || getflag(fRestoreJustRan))) { pollTimer(); key = doPollKeyboard(); if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT) break; pollTimer(); updateTimer(); _gfx->doUpdate(); } // Have to clear it as original did not set this variable, and we do it in doPollKeyboard() // Fixes bug #2823759 _game.keypress = 0; return key; } int AgiEngine::waitAnyKey() { int key = 0; clearKeyQueue(); debugC(3, kDebugLevelInput, "waiting... (any key)"); while (!(shouldQuit() || _restartGame)) { pollTimer(); key = doPollKeyboard(); if (key) break; _gfx->doUpdate(); } // Have to clear it as original did not set this variable, and we do it in doPollKeyboard() _game.keypress = 0; return key; } bool AgiEngine::isKeypress() { processEvents(); return _keyQueueStart != _keyQueueEnd; } int AgiEngine::getKeypress() { int k; while (_keyQueueStart == _keyQueueEnd) // block pollTimer(); keyDequeue(k); return k; } void AgiEngine::clearKeyQueue() { while (isKeypress()) { getKeypress(); } } } // End of namespace Agi