aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/keyboard.cpp
blob: 95211f8e3c00fad9776439adbe6969daf675a5d4 (plain)
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
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"
#ifdef __DS__
#include "wordcompletion.h"
#endif

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::initWords() {
	_game.numEgoWords = 0;
}

void AgiEngine::cleanInput() {
	while (_game.numEgoWords)
		free(_game.egoWords[--_game.numEgoWords].word);
}

void AgiEngine::getString(int x, int y, int len, int str) {
	newInputMode(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 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;
}

int AgiEngine::handleController(int key) {
	VtEntry *v = &_game.viewTable[0];
	int i;

	// 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
	if (key == 0 ||
		(key == KEY_ESCAPE && getVersion() != 0x3149 && getGameID() != GID_BC && getGameID() != GID_KQ4 && !(getFeatures() & GF_ESCPAUSE)) )
		return false;

	if ((getGameID() == GID_MH1 || getGameID() == GID_MH2) && (key == KEY_ENTER) &&
			(_game.inputMode == INPUT_NONE)) {
		key = 0x20; // Set Enter key to Space in Manhunter when there's no text input
	}

	debugC(3, kDebugLevelInput, "key = %04x", key);

	for (i = 0; i < _game.lastController; i++) {
		if (_game.controllers[i].keycode == key) {
			debugC(3, kDebugLevelInput, "event %d: key press", _game.controllers[i].controller);
			_game.controllerOccured[_game.controllers[i].controller] = true;
			return true;
		}
	}

	if (key == BUTTON_LEFT) {
		if ((getflag(fMenusWork) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) {
			newInputMode(INPUT_MENU);
			return true;
		}
	}

	// Show predictive dialog if the user clicks on input area
	if (key == BUTTON_LEFT &&
			(int)_mouse.y >= _game.lineUserInput * CHAR_LINES &&
			(int)_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) {
		if (predictiveDialog()) {
			if (_game.inputMode == INPUT_NONE) {
				for (int n = 0; _predictiveResult[n]; n++)
					keyEnqueue(_predictiveResult[n]);
			} else {
				strcpy((char *)_game.inputBuffer, _predictiveResult);
				handleKeys(KEY_ENTER);
			}
		}
		return true;
	}

	if (_game.playerControl) {
		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 (!(getFeatures() & GF_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;
			}
		}

		if (d || key == KEY_STATIONARY) {
			v->flags &= ~ADJ_EGO_XY;
			v->direction = v->direction == d ? 0 : d;
			return true;
		}
	}

	return false;
}

void AgiEngine::handleGetstring(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 BUTTON_LEFT:
		if ((int)_mouse.y >= _stringdata.y * CHAR_LINES &&
				(int)_mouse.y <= (_stringdata.y + 1) * CHAR_LINES) {
			if (predictiveDialog()) {
				strcpy(_game.strings[_stringdata.str], _predictiveResult);
				newInputMode(INPUT_NORMAL);
				_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
								_stringdata.y, ' ', _game.colorFg, _game.colorBg);
				return;
			}
		}
		break;
	case KEY_ENTER:
		debugC(3, kDebugLevelInput, "KEY_ENTER");
		_game.hasPrompt = 0;
		buf[pos] = 0;

		strcpy(_game.strings[_stringdata.str], buf);
		debugC(3, kDebugLevelInput, "buffer=[%s]", buf);
		buf[pos = 0] = 0;

		newInputMode(INPUT_NORMAL);
		_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
				_stringdata.y, ' ', _game.colorFg, _game.colorBg);
		return;
	case KEY_ESCAPE:
		debugC(3, kDebugLevelInput, "KEY_ESCAPE");
		_game.hasPrompt = 0;
		buf[pos = 0] = 0;

		strcpy(_game.strings[_stringdata.str], buf);
		newInputMode(INPUT_NORMAL);

		// newInputMode(INPUT_MENU);
		break;
	case KEY_BACKSPACE:	// 0x08
		if (!pos)
			break;

		_gfx->printCharacter(_stringdata.x + (pos + 1), _stringdata.y,
				' ', _game.colorFg, _game.colorBg);
		pos--;
		buf[pos] = 0;
		break;
	default:
		if (key < 0x20 || key > 0x7f)
			break;

		if (pos >= _stringdata.len)
			break;

		buf[pos++] = key;
		buf[pos] = 0;

		// Echo
		_gfx->printCharacter(_stringdata.x + pos, _stringdata.y, buf[pos - 1],
				_game.colorFg, _game.colorBg);

		break;
	}

	// print cursor
	_gfx->printCharacter(_stringdata.x + pos + 1, _stringdata.y,
			(char)_game.cursorChar, _game.colorFg, _game.colorBg);
}

void AgiEngine::handleKeys(int key) {
	uint8 *p = NULL;
	int c = 0;
	static uint8 formattedEntry[40];
	int l = _game.lineUserInput;
	int fg = _game.colorFg, bg = _game.colorBg;
	int promptLength = strlen(agiSprintf(_game.strings[0]));

	setvar(vWordNotFound, 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.inputBuffer; *p && *p == 0x20; p++)
			;

		// Copy to internal buffer
		for (; *p && c < 40-1; p++) {
			// Squash spaces
			if (*p == 0x20 && *(p + 1) == 0x20) {
				p++;
				continue;
			}
			formattedEntry[c++] = tolower(*p);
		}
		formattedEntry[c++] = 0;

		// Handle string only if it's not empty
		if (formattedEntry[0]) {
			strcpy((char *)_game.echoBuffer, (const char *)_game.inputBuffer);
			strcpy(_lastSentence, (const char *)formattedEntry);
			dictionaryWords(_lastSentence);
		}

		// Clear to start a new line
		_game.hasPrompt = 0;
		_game.inputBuffer[_game.cursorPos = 0] = 0;
		debugC(3, kDebugLevelInput | kDebugLevelText, "clear lines");
		clearLines(l, l + 1, bg);
		flushLines(l, l + 1);
#ifdef __DS__
		DS::findWordCompletions((char *) _game.inputBuffer);
#endif

		break;
	case KEY_ESCAPE:
		debugC(3, kDebugLevelInput, "KEY_ESCAPE");
		newInputMode(INPUT_MENU);
		break;
	case KEY_BACKSPACE:
		// Ignore backspace at start of line
		if (_game.cursorPos == 0)
			break;

		// erase cursor
		_gfx->printCharacter(_game.cursorPos + promptLength, l, ' ', fg, bg);
		_game.inputBuffer[--_game.cursorPos] = 0;

		// Print cursor
		_gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg);

#ifdef __DS__
		DS::findWordCompletions((char *) _game.inputBuffer);
#endif
		break;
	default:
		// Ignore invalid keystrokes
		if (key < 0x20 || key > 0x7f)
			break;

		// Maximum input size reached
		if (_game.cursorPos >= getvar(vMaxInputChars))
			break;

		_game.inputBuffer[_game.cursorPos++] = key;
		_game.inputBuffer[_game.cursorPos] = 0;

#ifdef __DS__
		DS::findWordCompletions((char *) _game.inputBuffer);
#endif

		// echo
		_gfx->printCharacter(_game.cursorPos + promptLength - 1, l, _game.inputBuffer[_game.cursorPos - 1], fg, bg);

		// Print cursor
		_gfx->printCharacter(_game.cursorPos + promptLength, l, _game.cursorChar, fg, bg);
		break;
	}
}

int AgiEngine::waitKey() {
	int key = 0;

	clearKeyQueue();

	debugC(3, kDebugLevelInput, "waiting...");
	while (!(shouldQuit() || _restartGame || getflag(fRestoreJustRan))) {
		pollTimer();
		key = doPollKeyboard();
		if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT)
			break;

		pollTimer();
		updateTimer();

		_gfx->doUpdate();
	}

	// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
	// Fixes bug #2823759
	_game.keypress = 0;

	return key;
}

int AgiEngine::waitAnyKey() {
	int key = 0;

	clearKeyQueue();

	debugC(3, kDebugLevelInput, "waiting... (any key)");
	while (!(shouldQuit() || _restartGame)) {
		pollTimer();
		key = doPollKeyboard();
		if (key)
			break;
		_gfx->doUpdate();
	}

	// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
	_game.keypress = 0;

	return key;
}

bool AgiEngine::isKeypress() {
	processEvents();
	return _keyQueueStart != _keyQueueEnd;
}

int AgiEngine::getKeypress() {
	int k;

	while (_keyQueueStart == _keyQueueEnd)	// block
		pollTimer();

	keyDequeue(k);

	return k;
}

void AgiEngine::clearKeyQueue() {
	while (isKeypress()) {
		getKeypress();
	}
}

} // End of namespace Agi