1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
|
/* 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 "common/events.h"
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
#include "agi/text.h"
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::processScummVMEvents() {
Common::Event event;
int key = 0;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_PREDICTIVE_DIALOG:
showPredictiveDialog();
break;
case Common::EVENT_LBUTTONDOWN:
if (_game.mouseEnabled) {
key = AGI_MOUSE_BUTTON_LEFT;
_mouse.button = kAgiMouseButtonLeft;
keyEnqueue(key);
_mouse.pos.x = event.mouse.x;
_mouse.pos.y = event.mouse.y;
}
break;
case Common::EVENT_RBUTTONDOWN:
if (_game.mouseEnabled) {
key = AGI_MOUSE_BUTTON_RIGHT;
_mouse.button = kAgiMouseButtonRight;
keyEnqueue(key);
_mouse.pos.x = event.mouse.x;
_mouse.pos.y = event.mouse.y;
}
break;
case Common::EVENT_WHEELUP:
if (_game.mouseEnabled) {
key = AGI_MOUSE_WHEEL_UP;
keyEnqueue(key);
}
break;
case Common::EVENT_WHEELDOWN:
if (_game.mouseEnabled) {
key = AGI_MOUSE_WHEEL_DOWN;
keyEnqueue(key);
}
break;
case Common::EVENT_MOUSEMOVE:
if (_game.mouseEnabled) {
_mouse.pos.x = event.mouse.x;
_mouse.pos.y = event.mouse.y;
if (!_game.mouseFence.isEmpty()) {
if (_mouse.pos.x < _game.mouseFence.left)
_mouse.pos.x = _game.mouseFence.left;
if (_mouse.pos.x > _game.mouseFence.right)
_mouse.pos.x = _game.mouseFence.right;
if (_mouse.pos.y < _game.mouseFence.top)
_mouse.pos.y = _game.mouseFence.top;
if (_mouse.pos.y > _game.mouseFence.bottom)
_mouse.pos.y = _game.mouseFence.bottom;
g_system->warpMouse(_mouse.pos.x, _mouse.pos.y);
}
}
break;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
if (_game.mouseEnabled) {
_mouse.button = kAgiMouseButtonUp;
_mouse.pos.x = event.mouse.x;
_mouse.pos.y = event.mouse.y;
}
break;
case Common::EVENT_KEYDOWN:
if (event.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_SHIFT) && event.kbd.keycode == Common::KEYCODE_d) {
_console->attach();
break;
}
key = event.kbd.ascii;
if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
if (!(event.kbd.flags & Common::KBD_NUM)) {
// HACK: Num-Lock not enabled
// We shouldn't get a valid ascii code in these cases. We fix it here, so that cursor keys
// on the numpad work properly.
key = 0;
}
}
if ((key) && (key <= 0xFF)) {
// No special key, directly accept it
// Is ISO-8859-1, we need lower 128 characters only, which is plain ASCII, so no mapping required
if (Common::isAlpha(key)) {
// Key is A-Z.
// Map Ctrl-A to 1, Ctrl-B to 2, etc.
if (event.kbd.flags & Common::KBD_CTRL) {
key = toupper(key) - 'A' + 1;
} else if (event.kbd.flags & Common::KBD_ALT) {
// Map Alt-A, Alt-B etc. to special scancode values according to an internal scancode table.
key = scancodeTable[toupper(key) - 'A'] << 8;
}
}
} else {
key = 0;
switch (event.kbd.keycode) {
case Common::KEYCODE_LEFT:
case Common::KEYCODE_KP4:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_LEFT;
break;
case Common::KEYCODE_RIGHT:
case Common::KEYCODE_KP6:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_RIGHT;
break;
case Common::KEYCODE_UP:
case Common::KEYCODE_KP8:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_UP;
break;
case Common::KEYCODE_DOWN:
case Common::KEYCODE_KP2:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_DOWN;
break;
case Common::KEYCODE_PAGEUP:
case Common::KEYCODE_KP9:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_UP_RIGHT;
break;
case Common::KEYCODE_PAGEDOWN:
case Common::KEYCODE_KP3:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_DOWN_RIGHT;
break;
case Common::KEYCODE_HOME:
case Common::KEYCODE_KP7:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_UP_LEFT;
break;
case Common::KEYCODE_END:
case Common::KEYCODE_KP1:
if (_allowSynthetic || !event.synthetic)
key = AGI_KEY_DOWN_LEFT;
break;
case Common::KEYCODE_KP5:
key = AGI_KEY_STATIONARY;
break;
case Common::KEYCODE_F1:
key = AGI_KEY_F1;
break;
case Common::KEYCODE_F2:
key = AGI_KEY_F2;
break;
case Common::KEYCODE_F3:
key = AGI_KEY_F3;
break;
case Common::KEYCODE_F4:
key = AGI_KEY_F4;
break;
case Common::KEYCODE_F5:
key = AGI_KEY_F5;
break;
case Common::KEYCODE_F6:
key = AGI_KEY_F6;
break;
case Common::KEYCODE_F7:
key = AGI_KEY_F7;
break;
case Common::KEYCODE_F8:
key = AGI_KEY_F8;
break;
case Common::KEYCODE_F9:
key = AGI_KEY_F9;
break;
case Common::KEYCODE_F10:
key = AGI_KEY_F10;
break;
case Common::KEYCODE_F11:
key = AGI_KEY_F11;
break;
case Common::KEYCODE_F12:
key = AGI_KEY_F12;
break;
case Common::KEYCODE_KP_ENTER:
key = AGI_KEY_ENTER;
break;
default:
break;
}
}
if (key)
keyEnqueue(key);
break;
case Common::EVENT_KEYUP:
if (_keyHoldMode) {
// Original AGI actually created direction events in here
// We don't do that, that's why we create a stationary event instead, which will
// result in a direction change to 0 in handleController().
switch (event.kbd.keycode) {
case Common::KEYCODE_LEFT:
case Common::KEYCODE_RIGHT:
case Common::KEYCODE_UP:
case Common::KEYCODE_DOWN:
case Common::KEYCODE_HOME:
case Common::KEYCODE_END:
case Common::KEYCODE_PAGEUP:
case Common::KEYCODE_PAGEDOWN:
case Common::KEYCODE_KP4:
case Common::KEYCODE_KP6:
case Common::KEYCODE_KP8:
case Common::KEYCODE_KP2:
case Common::KEYCODE_KP9:
case Common::KEYCODE_KP3:
case Common::KEYCODE_KP7:
case Common::KEYCODE_KP1:
keyEnqueue(AGI_KEY_STATIONARY);
break;
default:
break;
}
}
break;
default:
break;
}
}
}
/**
* 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;
}
bool AgiEngine::handleMouseClicks(uint16 &key) {
// No mouse click? -> exit
if (key != AGI_MOUSE_BUTTON_LEFT)
return false;
if (!cycleInnerLoopIsActive()) {
// Only do this, when no inner loop is currently active
Common::Rect displayLineRect = _gfx->getFontRectForDisplayScreen(0, 0, FONT_COLUMN_CHARACTERS, 1);
// Common::Rect displayLineRect(_gfx->getDisplayScreenWidth(), _gfx->getDisplayFontHeight());
if (displayLineRect.contains(_mouse.pos)) {
// Mouse is inside first line of the screen
if (getFlag(VM_FLAG_MENUS_ACCESSIBLE) && _menu->isAvailable()) {
_menu->delayedExecuteViaMouse();
key = 0; // eat event
return true;
}
}
if (_text->promptIsEnabled()) {
// Prompt is currently enabled
int16 promptRow = _text->promptRow_Get();
displayLineRect.moveTo(0, promptRow * _gfx->getDisplayFontHeight());
if (displayLineRect.contains(_mouse.pos)) {
// and user clicked within the line of the prompt
showPredictiveDialog();
key = 0; // eat event
return true;
}
}
}
if (cycleInnerLoopIsActive()) {
// inner loop active, check what kind of loop it is. Then process / forward it
switch (_game.cycleInnerLoopType) {
case CYCLE_INNERLOOP_GETSTRING:
case CYCLE_INNERLOOP_GETNUMBER: {
// process in here
int16 stringRow, stringColumn, stringMaxLen;
_text->stringPos_Get(stringRow, stringColumn);
stringMaxLen = _text->stringGetMaxLen();
Common::Rect displayRect = _gfx->getFontRectForDisplayScreen(stringColumn, stringRow, stringMaxLen, 1);
if (displayRect.contains(_mouse.pos)) {
// user clicked inside the input space
showPredictiveDialog();
key = 0; // eat event
return true;
}
break;
}
case CYCLE_INNERLOOP_INVENTORY:
// TODO: forward
break;
case CYCLE_INNERLOOP_MENU_VIA_KEYBOARD:
_menu->mouseEvent(key);
key = 0; // eat event
break;
case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
// TODO: forward
break;
default:
break;
}
}
return false;
}
bool AgiEngine::handleController(uint16 key) {
ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
if (key == 0) // nothing pressed
return false;
// This previously skipped processing, when ESC was pressed and called menu directly.
// This original approach was bad, because games check different flags before actually allowing the
// user to enter the menu. We checked a few common flags, like for example the availability of the prompt.
// But this stopped the user being able to enter the menu, when the original interpreter actually allowed it.
// We now instead implement this feature using another way for those platforms.
if (key == AGI_KEY_ESCAPE) {
// Escape pressed, user probably wants to trigger the menu
// For PC, just passing ASCII code for ESC will normally trigger a controller
// and the scripts will then trigger the menu
switch (getPlatform()) {
case Common::kPlatformAmiga:
case Common::kPlatformApple2GS:
case Common::kPlatformAtariST:
// For these platforms, the button ESC normally triggered "pause"
// But users could at the same time trigger the menu by clicking on the status line
// We check, if menu is currently available and supposed to be accessible.
// If yes, we do a delayed trigger now, otherwise we continue processing the key just like normal.
//
// This is probably the solution with the highest compatibility.
// Several games also look for special keys see AGI_MENU_TRIGGER_*
// And then there's also Mixed Up Mother Goose, which actually hooks the ESC key for the regular menu
//
// We risk in here of course, that we let the user access the menu, when it shouldn't be possible.
// I'm not 100% sure if those other interpreters really only check VM_FLAG_MENUS_ACCESSIBLE
// Needs further investigation.
if (getFlag(VM_FLAG_MENUS_ACCESSIBLE) && _menu->isAvailable()) {
// menu is supposed to be accessible and is also available
_menu->delayedExecuteViaKeyboard();
return true;
}
default:
break;
}
// Otherwise go on and look for the ESC controller
}
// 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
// (key == KEY_ESCAPE && getVersion() != 0x3149 && getGameID() != GID_BC && getGameID() != GID_KQ4 && !(getFeatures() & GF_ESCPAUSE)) )
// return false;
if ((getGameID() == GID_MH1 || getGameID() == GID_MH2) && (key == AGI_KEY_ENTER) &&
(!_text->promptIsEnabled())) {
key = 0x20; // Set Enter key to Space in Manhunter when prompt is disabled
}
debugC(3, kDebugLevelInput, "key = %04x", key);
for (uint16 curMapping = 0; curMapping < MAX_CONTROLLER_KEYMAPPINGS; curMapping++) {
if (_game.controllerKeyMapping[curMapping].keycode == key) {
debugC(3, kDebugLevelInput, "event %d: key press", _game.controllerKeyMapping[curMapping].controllerSlot);
_game.controllerOccured[_game.controllerKeyMapping[curMapping].controllerSlot] = true;
return true;
}
}
int16 newDirection = 0;
switch (key) {
case AGI_KEY_UP:
newDirection = 1;
break;
case AGI_KEY_DOWN:
newDirection = 5;
break;
case AGI_KEY_LEFT:
newDirection = 7;
break;
case AGI_KEY_RIGHT:
newDirection = 3;
break;
case AGI_KEY_UP_RIGHT:
newDirection = 2;
break;
case AGI_KEY_DOWN_RIGHT:
newDirection = 4;
break;
case AGI_KEY_UP_LEFT:
newDirection = 8;
break;
case AGI_KEY_DOWN_LEFT:
newDirection = 6;
break;
default:
break;
}
if (_game.playerControl) {
if (!(getFeatures() & GF_AGIMOUSE)) {
// Handle mouse button events
if (!_game.mouseHidden) {
if (key == AGI_MOUSE_BUTTON_LEFT) {
if (getGameID() == GID_PQ1 && getVar(VM_VAR_CURRENT_ROOM) == 116) {
// WORKAROUND: Special handling for mouse clicks in the newspaper
// screen of PQ1. Fixes bug #3018770.
newDirection = 3; // fake a right arrow key (next page)
} else {
// Click-to-walk mouse interface
//v->flags |= fAdjEgoXY;
// setting fAdjEgoXY here will at least break "climbing the log" in SQ2
// in case you walked to the log by using the mouse, so don't!!!
int16 egoDestinationX = _mouse.pos.x;
int16 egoDestinationY = _mouse.pos.y;
_gfx->translateDisplayPosToGameScreen(egoDestinationX, egoDestinationY);
screenObjEgo->motionType = kMotionEgo;
if (egoDestinationX < (screenObjEgo->xSize / 2)) {
screenObjEgo->move_x = -1;
} else {
screenObjEgo->move_x = egoDestinationX - (screenObjEgo->xSize / 2);
}
screenObjEgo->move_y = egoDestinationY;
screenObjEgo->move_stepSize = screenObjEgo->stepSize;
return true;
}
}
}
}
}
if (newDirection || key == AGI_KEY_STATIONARY) {
// TODO: not sure, what original AGI did with AdjEgoXY
screenObjEgo->flags &= ~fAdjEgoXY;
if (screenObjEgo->direction == newDirection) {
setVar(VM_VAR_EGO_DIRECTION, 0);
} else {
setVar(VM_VAR_EGO_DIRECTION, newDirection);
}
if (_game.playerControl) {
screenObjEgo->motionType = kMotionNormal;
}
return true;
}
return false;
}
bool AgiEngine::showPredictiveDialog() {
GUI::PredictiveDialog predictiveDialog;
inGameTimerPause();
predictiveDialog.runModal();
inGameTimerResume();
Common::String predictiveResult(predictiveDialog.getResult());
uint16 predictiveResultLen = predictiveResult.size();
if (predictiveResult.size()) {
// User actually entered something
for (int16 resultPos = 0; resultPos < predictiveResultLen; resultPos++) {
keyEnqueue(predictiveResult[resultPos]);
}
if (!cycleInnerLoopIsActive()) {
if (_text->promptIsEnabled()) {
// add ENTER, when the input is probably meant for the prompt
keyEnqueue(AGI_KEY_ENTER);
}
} else {
switch (_game.cycleInnerLoopType) {
case CYCLE_INNERLOOP_GETSTRING:
case CYCLE_INNERLOOP_GETNUMBER:
// add ENTER, when the input is probably meant for GetString/GetNumber
keyEnqueue(AGI_KEY_ENTER);
break;
default:
break;
}
}
return true;
}
return false;
}
int AgiEngine::waitKey() {
int key = 0;
clearKeyQueue();
debugC(3, kDebugLevelInput, "waiting...");
while (!(shouldQuit() || _restartGame || getFlag(VM_FLAG_RESTORE_JUST_RAN))) {
wait(10);
key = doPollKeyboard();
if (key == AGI_KEY_ENTER || key == AGI_KEY_ESCAPE || key == AGI_MOUSE_BUTTON_LEFT)
break;
}
return key;
}
int AgiEngine::waitAnyKey() {
int key = 0;
clearKeyQueue();
debugC(3, kDebugLevelInput, "waiting... (any key)");
while (!(shouldQuit() || _restartGame)) {
wait(10);
key = doPollKeyboard();
if (key)
break;
}
return key;
}
bool AgiEngine::isKeypress() {
processScummVMEvents();
return _keyQueueStart != _keyQueueEnd;
}
int AgiEngine::getKeypress() {
int k;
while (_keyQueueStart == _keyQueueEnd) // block
wait(10);
keyDequeue(k);
return k;
}
void AgiEngine::clearKeyQueue() {
while (isKeypress()) {
getKeypress();
}
}
} // End of namespace Agi
|