/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "reinherit.h" #include #include "actor_mod.h" #include "console_mod.h" #include "interface_mod.h" #include "render_mod.h" #include "scene_mod.h" #include "script_mod.h" namespace Saga { int SYSINPUT_Init() { SDL_EnableUNICODE(1); SDL_EnableKeyRepeat(200, 30); return R_SUCCESS; } int SYSINPUT_ProcessInput() { SDL_Event sdl_event; int mouse_x, mouse_y; R_POINT imouse_pt; SYSINPUT_GetMousePos(&mouse_x, &mouse_y); imouse_pt.x = mouse_x; imouse_pt.y = mouse_y; while (SDL_PollEvent(&sdl_event)) { int in_char; switch (sdl_event.type) { case SDL_KEYDOWN: if (CON_IsActive()) { in_char = sdl_event.key.keysym.sym; switch (sdl_event.key.keysym.sym) { case SDLK_BACKQUOTE: CON_Deactivate(); break; case SDLK_PAGEUP: CON_PageUp(); break; case SDLK_PAGEDOWN: CON_PageDown(); break; case SDLK_UP: case SDLK_KP8: CON_CmdUp(); break; case SDLK_DOWN: case SDLK_KP2: CON_CmdDown(); break; default: if ((sdl_event.key.keysym. unicode & 0xFF80) == 0) { in_char = sdl_event.key.keysym. unicode & 0x7F; if (in_char) { CON_Type(in_char); } } else { R_printf(R_STDOUT, "Ignored UNICODE character.\n"); } break; } break; } switch (sdl_event.key.keysym.sym) { case SDLK_BACKQUOTE: CON_Activate(); break; case SDLK_q: R_printf(R_STDOUT, "Quit key pressed.\n"); //goto done; break; case SDLK_r: INTERFACE_Draw(); break; case SDLK_F1: RENDER_ToggleFlag(RF_SHOW_FPS); break; case SDLK_F2: RENDER_ToggleFlag(RF_PALETTE_TEST); break; case SDLK_F3: RENDER_ToggleFlag(RF_TEXT_TEST); break; case SDLK_F4: RENDER_ToggleFlag(RF_OBJECTMAP_TEST); break; case SDLK_TAB: STHREAD_DebugStep(); break; // Actual game keys case SDLK_SPACE: ACTOR_SkipDialogue(); break; case SDLK_PAUSE: case SDLK_p: RENDER_ToggleFlag(RF_RENDERPAUSE); break; case SDLK_ESCAPE: // Skip to next scene skip target SCENE_Skip(); break; default: break; } break; case SDL_KEYUP: break; case SDL_MOUSEBUTTONDOWN: INTERFACE_Update(&imouse_pt, UPDATE_MOUSECLICK); break; default: break; } } return R_SUCCESS; } int SYSINPUT_GetMousePos(int *mouse_x, int *mouse_y) { SDL_GetMouseState(mouse_x, mouse_y); return R_SUCCESS; } int SYSINPUT_HideMouse() { SDL_ShowCursor(SDL_DISABLE); return R_SUCCESS; } int SYSINPUT_ShowMouse() { SDL_ShowCursor(SDL_ENABLE); return R_SUCCESS; } } // End of namespace Saga