/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * Copyright (C) 1999-2003 Sarien Team * * 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. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "agi/agi.h" #include "agi/graphics.h" #include "agi/keyboard.h" #include "agi/menu.h" #include "agi/text.h" /* remove later */ namespace Agi { char last_sentence[40]; /* FIXME */ extern int open_dialogue; struct string_data { int x; int y; int len; int str; }; struct string_data stringdata; /* * IBM-PC keyboard scancodes */ uint8 scancode_table[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 init_words() { game.num_ego_words = 0; } void clean_input() { while (game.num_ego_words) free(game.ego_words[--game.num_ego_words].word); } void 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; } /** * 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 do_poll_keyboard() { int key = 0; /* If a key is ready, rip it */ if (keypress()) { key = get_key(); debugC(3, kDebugLevelInput, "key %02x pressed", key); } return key; } int handle_controller(int key) { struct vt_entry *v = &game.view_table[0]; int i; /* The Black Cauldron needs KEY_ESCAPE to use menus */ if (key == 0 /*|| key == KEY_ESCAPE */ ) return false; debugC(3, kDebugLevelInput, "key = %04x", key); for (i = 0; i < MAX_DIRS; i++) { if (game.ev_keyp[i].data == key) { debugC(3, kDebugLevelInput, "event %d: key press", i); game.ev_keyp[i].occured = true; report("event AC:%i occured\n", i); return true; } } if (key == BUTTON_LEFT) { if (getflag(F_menus_work) && mouse.y <= CHAR_LINES) { new_input_mode(INPUT_MENU); return true; } } if (game.player_control) { 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 (!opt.agimouse) { /* Handle mouse button events */ if (key == BUTTON_LEFT) { v->flags |= ADJ_EGO_XY; v->parm1 = WIN_TO_PIC_X(mouse.x); v->parm2 = WIN_TO_PIC_Y(mouse.y); return true; } } v->flags &= ~ADJ_EGO_XY; if (d || key == KEY_STATIONARY) { v->direction = v->direction == d ? 0 : d; return true; } } return false; } void handle_getstring(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 KEY_ENTER: debugC(3, kDebugLevelInput, "KEY_ENTER"); game.has_prompt = 0; buf[pos] = 0; strcpy(game.strings[stringdata.str], buf); debugC(3, kDebugLevelInput, "buffer=[%s]", buf); buf[pos = 0] = 0; new_input_mode(INPUT_NORMAL); print_character(stringdata.x + strlen(game.strings[stringdata.str]) + 1, stringdata.y, ' ', game.color_fg, game.color_bg); return; case KEY_ESCAPE: debugC(3, kDebugLevelInput, "KEY_ESCAPE"); game.has_prompt = 0; buf[pos = 0] = 0; strcpy(game.strings[stringdata.str], buf); new_input_mode(INPUT_NORMAL); /* new_input_mode (INPUT_MENU); */ break; case KEY_BACKSPACE: /*0x08: */ if (!pos) break; print_character(stringdata.x + (pos + 1), stringdata.y, ' ', game.color_fg, game.color_bg); pos--; buf[pos] = 0; break; default: if (key < 0x20 || key > 0x7f) break; if (pos >= stringdata.len) break; buf[pos++] = key; buf[pos] = 0; /* Echo */ print_character(stringdata.x + pos, stringdata.y, buf[pos - 1], game.color_fg, game.color_bg); break; } /* print cursor */ print_character(stringdata.x + pos + 1, stringdata.y, (char)game.cursor_char, game.color_fg, game.color_bg); } void handle_keys(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; setvar(V_word_not_found, 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.input_buffer; *p && *p == 0x20; p++); /* Copy to internal buffer */ for (; *p; p++) { /* Squash spaces */ if (*p == 0x20 && *(p + 1) == 0x20) { p++; continue; } formated_entry[c++] = tolower(*p); } formated_entry[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); } /* Clear to start a new line */ game.has_prompt = 0; game.input_buffer[game.cursor_pos = 0] = 0; debugC(3, kDebugLevelInput, "clear lines"); clear_lines(l, l + 1, bg); flush_lines(l, l + 1); break; case KEY_ESCAPE: debugC(3, kDebugLevelInput, "KEY_ESCAPE"); new_input_mode(INPUT_MENU); break; case KEY_BACKSPACE: /* Ignore backspace at start of line */ if (game.cursor_pos == 0) break; /* erase cursor */ print_character(game.cursor_pos + 1, l, ' ', fg, bg); game.input_buffer[--game.cursor_pos] = 0; /* Print cursor */ print_character(game.cursor_pos + 1, l, game.cursor_char, fg, bg); break; default: /* Ignore invalid keystrokes */ if (key < 0x20 || key > 0x7f) break; /* Maximum input size reached */ if (game.cursor_pos >= getvar(V_max_input_chars)) break; game.input_buffer[game.cursor_pos++] = key; game.input_buffer[game.cursor_pos] = 0; /* echo */ print_character(game.cursor_pos, l, game.input_buffer[game.cursor_pos - 1], fg, bg); /* Print cursor */ print_character(game.cursor_pos + 1, l, game.cursor_char, fg, bg); break; } } int wait_key() { int key; /* clear key queue */ while (keypress()) { get_key(); } debugC(3, kDebugLevelInput, "waiting..."); while (42) { poll_timer(); /* msdos driver -> does nothing */ key = do_poll_keyboard(); if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT) break; do_update(); } return key; } int wait_any_key() { int key; /* clear key queue */ while (keypress()) { get_key(); } debugC(3, kDebugLevelInput, "waiting..."); while (42) { poll_timer(); /* msdos driver -> does nothing */ key = do_poll_keyboard(); if (key) break; do_update(); } return key; } } // End of namespace Agi