/* 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 "hdb/hdb.h" namespace HDB { bool Input::init() { _stylusDown = false; _buttons = 0; _keyUp = Common::KEYCODE_UP; _keyDown = Common::KEYCODE_DOWN; _keyLeft = Common::KEYCODE_LEFT; _keyRight = Common::KEYCODE_RIGHT; _keyMenu = Common::KEYCODE_ESCAPE; _keyUse = Common::KEYCODE_RETURN; _keyInv = Common::KEYCODE_SPACE; _keyDebug = Common::KEYCODE_F1; _keyQuit = Common::KEYCODE_F10; _mouseX = kScreenWidth / 2; _mouseY = kScreenHeight / 2; _mouseLButton = _mouseMButton = _mouseRButton = 0; return true; } void Input::setButtons(uint16 b) { static int changeState = 0; static int drawDlg = 0; static int quit = 0; static int debugOn = 0; _buttons = b; if (!b) return; // Change Game State if ((_buttons & kButtonA) && !changeState && (g_hdb->getGameState() != GAME_MENU)) { if (g_hdb->_ai->cinematicsActive() && g_hdb->_ai->cineAbortable()) { g_hdb->_ai->cineAbort(); warning("STUB: setButtons: Play SND_POP"); return; } if (g_hdb->getGameState() == GAME_TITLE) warning("STUB: setButtons: changeToMenu() required"); warning("STUB: setButtons: Play SND_MENU_BACKOUT"); g_hdb->changeGameState(); } // Debug Mode Cycling debug(9, "STUB: setButtons: Check and set Debug Mode"); if (g_hdb->getGameState() == GAME_PLAY) { // Is Player Dead? Click on TRY AGAIN if (g_hdb->_ai->playerDead()) { warning("STUB: TRY AGAIN is onscreen"); return; } // Choose from DialogChoice if (g_hdb->_window->dialogChoiceActive()) { if (_buttons & kButtonUp) g_hdb->_window->dialogChoiceMoveup(); else if (_buttons & kButtonDown) g_hdb->_window->dialogChoiceMovedown(); else if (_buttons & kButtonB) g_hdb->_window->closeDialogChoice(); return; } // Try to move the player if (!g_hdb->_ai->playerDead()) g_hdb->_ai->movePlayer(_buttons); } } uint16 Input::getButtons() { return _buttons; } void Input::stylusDown(int x, int y) { int worldX, worldY; GameState gs; static uint32 delay = 0, time; // Don't let the screen get clicked too fast time = g_system->getMillis(); if (time - delay < 100) return; time = delay; _stylusDown = true; _stylusDownX = x; _stylusDownY = y; gs = g_hdb->getGameState(); switch (gs) { case GAME_TITLE: warning("STUB: Menu: changeToMenu required"); g_hdb->changeGameState(); break; case GAME_MENU: warning("STUB: Menu: processInput required"); break; case GAME_PLAY: // Is Player Dead? Click on TRY AGAIN if (g_hdb->_ai->playerDead()) { warning("STUB: TRY AGAIN is onscreen"); return; } // Is Dialog Active? if (g_hdb->_window->dialogActive()) { g_hdb->_window->closeDialog(); if (!g_hdb->_ai->cinematicsActive()) return; } // Is a Choice Dialog Active? if (g_hdb->_window->dialogChoiceActive()) { if (!g_hdb->_window->checkDialogChoiceClose(x, y)) return; if (!g_hdb->_ai->cinematicsActive()) return; } // Is MessageBar active? if (g_hdb->_window->msgBarActive()) if (g_hdb->_window->checkMsgClose(x, y)) return; // In a cinematic? if (g_hdb->_ai->playerLocked()) return; // Check for map dragging in debug Mode and place player there warning("STUB: stylusDown: Check for Map dragging in Debug Mode"); // Clicked in the world g_hdb->_map->getMapXY(&worldX, &worldY); worldX = ((worldX + x) / kTileWidth) * kTileWidth; worldY = ((worldY + y) / kTileHeight) * kTileHeight; // Don't allow a click into INV/DELIVERIES area to go into the world if (x >= (kScreenWidth - 32 * 5)) return; // Toggle Walk Speed if we clicked Player int nx, ny; static uint32 lastRunning = g_system->getMillis(); g_hdb->_ai->getPlayerXY(&nx, &ny); if (nx == worldX && ny == worldY) { if (lastRunning > g_system->getMillis()) return; lastRunning = g_system->getMillis() + 1000 * kRunToggleDelay; g_hdb->_ai->togglePlayerRunning(); if (g_hdb->_ai->playerRunning()) g_hdb->_window->centerTextOut("Running Speed", kScreenHeight - 32, kRunToggleDelay * kGameFPS); else g_hdb->_window->centerTextOut("Walking Speed", kScreenHeight - 32, kRunToggleDelay * kGameFPS); warning("STUB: Play SND_SWITCH_USE"); } g_hdb->setTargetXY(worldX, worldY); break; case GAME_LOADING: debug(9, "stylusDown: GAME_LOADING found"); break; } } void Input::stylusUp(int x, int y) { _stylusDown = false; } void Input::stylusMove(int x, int y) { // In a cinematic? if (g_hdb->_ai->playerLocked() || g_hdb->_ai->playerDead()) return; switch (g_hdb->getGameState()) { case GAME_PLAY: warning("STUB: stylusMove: Add GetDebug() check"); break; case GAME_MENU: warning("STUB: stylusMove: Menu::processInput() required"); break; default: debug(9, "stylusMove: Unintended GameState"); break; } } void Input::updateMouse(int newX, int newY) { _mouseX = newX; _mouseY = newY; if (_mouseX < 0) _mouseX = 0; else if (_mouseX >= kScreenWidth) _mouseX = kScreenWidth - 1; if (_mouseY < 0) _mouseY = 0; else if (_mouseY >= kScreenHeight) _mouseY = kScreenHeight - 1; // Turn Cursor back on? if (!g_hdb->_gfx->getPointer()) { g_hdb->_gfx->showPointer(true); } // Check if LButton is being dragged if (_mouseLButton) { stylusMove(_mouseX, _mouseY); } } void Input::updateMouseButtons(int l, int m, int r) { _mouseLButton += l; _mouseMButton += m; _mouseRButton += r; // Check if LButton has been pressed // Check if LButton has been lifted if (_mouseLButton) { if (_mouseX > (kScreenWidth - 32 * 5) && _mouseY < 240) { g_hdb->_window->checkInvSelect(_mouseX, _mouseY); } else if (_mouseX > (kScreenWidth - 32 * 5) && _mouseY >= 240) { warning("STUB: updateMouseButtons: checkDeliveriesSelect() required"); } else { if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY) { g_hdb->_window->checkPause(_mouseX, _mouseY); return; } stylusDown(_mouseX, _mouseY); } } else if (!_mouseLButton) { stylusUp(_mouseX, _mouseY); } // Check if MButton has been pressed if (_mouseMButton) { if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY) return; g_hdb->_ai->clearWaypoints(); warning("STUB: Play SND_POP"); } // Check if RButton has been pressed if (_mouseRButton) { if (g_hdb->getPause() && g_hdb->getGameState() == GAME_PLAY) return; uint16 buttons = getButtons() | kButtonB; setButtons(buttons); } } void Input::updateKeys(Common::Event event, bool keyDown) { debug(9, "STUB: updateKeys: Check for Quit key"); debug(9, "STUB: updateKeys: Check for Pause key"); uint16 buttons = getButtons(); if (!g_hdb->getPause()) { if (event.kbd.keycode == _keyUp) { if (keyDown) { buttons |= kButtonUp; if (g_hdb->_gfx->getPointer()) g_hdb->_gfx->showPointer(false); } else { buttons &= ~kButtonUp; } } else if (event.kbd.keycode == _keyDown) { if (keyDown) { buttons |= kButtonDown; if (g_hdb->_gfx->getPointer()) g_hdb->_gfx->showPointer(false); } else { buttons &= ~kButtonDown; } } else if (event.kbd.keycode == _keyLeft) { if (keyDown) { buttons |= kButtonLeft; if (g_hdb->_gfx->getPointer()) g_hdb->_gfx->showPointer(false); } else { buttons &= ~kButtonLeft; } } else if (event.kbd.keycode == _keyRight) { if (keyDown) { buttons |= kButtonRight; if (g_hdb->_gfx->getPointer()) g_hdb->_gfx->showPointer(false); } else { buttons &= ~kButtonRight; } } else if (event.kbd.keycode == _keyUse) { if (keyDown) { buttons |= kButtonB; if (g_hdb->_gfx->getPointer()) g_hdb->_gfx->showPointer(false); } else { buttons &= ~kButtonB; } } } if (event.kbd.keycode == _keyMenu) { if (keyDown) { buttons |= kButtonA; g_hdb->_gfx->showPointer(true); } else { buttons &= ~kButtonA; } } else if (event.kbd.keycode == _keyDebug) { if (keyDown) { buttons |= kButtonExit; } else { buttons &= ~kButtonExit; } } setButtons(buttons); } } // End of Namespace