/* 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 "illusions/input.h" namespace Illusions { Input::Input() { _buttonStates = 0; _newButtons = 0; _buttonsDown = 0; _newKeys = 0; _enabledButtons = 0xFFFF; _cursorPos.x = 0; _cursorPos.y = 0; _prevCursorPos.x = 0; _prevCursorPos.y = 0; // TODO Not sure if this is still needed newTimer(40, 0, 0, Input_onTimer); initKeys(); } void Input::processEvent(Common::Event event) { // TODO switch (event.type) { case Common::EVENT_KEYDOWN: handleKey(event.kbd.keycode, MOUSE_NONE, true); break; case Common::EVENT_KEYUP: handleKey(event.kbd.keycode, MOUSE_NONE, false); break; case Common::EVENT_MOUSEMOVE: _cursorPos.x = event.mouse.x; _cursorPos.y = event.mouse.y; break; case Common::EVENT_LBUTTONDOWN: handleMouseButton(MOUSE_BUTTON0, true); break; case Common::EVENT_LBUTTONUP: handleMouseButton(MOUSE_BUTTON0, false); break; case Common::EVENT_RBUTTONDOWN: handleMouseButton(MOUSE_BUTTON1, true); break; case Common::EVENT_RBUTTONUP: handleMouseButton(MOUSE_BUTTON1, false); break; default: break; } } bool Input::pollButton(uint buttons) { if (lookButtonStates(buttons)) { _buttonStates &= ~buttons; return true; } return false; } bool Input::lookButtonStates(uint buttons) { return (buttons & (_buttonStates & _enabledButtons)) != 0; } bool Input::lookNewButtons(uint buttons) { return (buttons & (_newButtons & _enabledButtons)) != 0; } void Input::setButtonState(uint buttons) { _buttonStates |= _enabledButtons & buttons; } void Input::discardButtons(uint buttons) { _buttonStates &= ~buttons; } void Input::activateButton(uint buttons) { _enabledButtons |= buttons; _buttonStates &= ~buttons; } void Input::deactivateButton(uint buttons) { _enabledButtons &= ~buttons; } Common::Point Input::getCursorPosition() { return _cursorPos; } void Input::setCursorPosition(Common::Point mousePos) { _prevCursorPos = _cursorPos = mousePos; } Common::Point Input::getCursorDelta() { Common::Point deltaPos; deltaPos.x = _prevCursorPos.x - _cursorPos.x; deltaPos.y = _prevCursorPos.y - _cursorPos.y; _prevCursorPos = _cursorPos; return deltaPos; } void Input::initKeys() { // NOTE Skipped debugging keys of the original engine, not sure if used // TODO Move this to the engine class and tidy up methods (one for mouse buttons, one for keys) addKeyMapping(Common::KEYCODE_INVALID, MOUSE_BUTTON0, 0x01); addKeyMapping(Common::KEYCODE_RETURN, MOUSE_NONE, 0x01); addKeyMapping(Common::KEYCODE_INVALID, MOUSE_BUTTON1, 0x02); addKeyMapping(Common::KEYCODE_TAB, MOUSE_NONE, 0x04); addKeyMapping(Common::KEYCODE_INVALID, MOUSE_BUTTON1, 0x04); addKeyMapping(Common::KEYCODE_ESCAPE, MOUSE_NONE, 0x08); addKeyMapping(Common::KEYCODE_SPACE, MOUSE_NONE, 0x10); addKeyMapping(Common::KEYCODE_F1, MOUSE_NONE, 0x20); addKeyMapping(Common::KEYCODE_UP, MOUSE_NONE, 0x40); addKeyMapping(Common::KEYCODE_DOWN, MOUSE_NONE, 0x80); addKeyMapping(Common::KEYCODE_INVALID, MOUSE_BUTTON1, 0x80); } void Input::addKeyMapping(Common::KeyCode key, int mouseButton, uint bitMask) { KeyMapping keyMapping; keyMapping._key = key; keyMapping._mouseButton = mouseButton; keyMapping._bitMask = bitMask; keyMapping._down = false; _keyMap.push_back(keyMapping); } void Input::handleKey(Common::KeyCode key, int mouseButton, bool down) { for (KeyMap::iterator it = _keyMap.begin(); it != _keyMap.end(); ++it) { KeyMapping &keyMapping = *it; if ((keyMapping._key != Common::KEYCODE_INVALID && keyMapping._key == key) || (keyMapping._mouseButton != MOUSE_NONE && keyMapping._mouseButton == mouseButton)) { if (down && !keyMapping._down) { _newKeys |= keyMapping._bitMask; keyMapping._down = true; } else if (!down) keyMapping._down = false; } } uint prevButtonStates = _buttonStates; _buttonStates |= _newKeys; _newKeys = 0; _newButtons = ~prevButtonStates & _buttonStates; } void Input::handleMouseButton(int mouseButton, bool down) { if (down) _buttonsDown |= mouseButton; else _buttonsDown &= ~mouseButton; handleKey(Common::KEYCODE_INVALID, mouseButton, down); } } // End of namespace Illusions