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/* 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 "common/events.h"
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/debug.h"
namespace Parallaction {
// FIXME: the engine has 3 event loops. The following routine hosts the main one,
// and it's called from 8 different places in the code. There exist 2 more specialised
// loops which could possibly be merged into this one with some effort in changing
// caller code, i.e. adding condition checks.
//
uint16 Input::readInput() {
Common::Event e;
uint16 KeyDown = 0;
_mouseButtons = kMouseNone;
_lastKeyDownAscii = -1;
Common::EventManager *eventMan = _vm->_system->getEventManager();
while (eventMan->pollEvent(e)) {
switch (e.type) {
case Common::EVENT_KEYDOWN:
_lastKeyDownAscii = e.kbd.ascii;
if (e.kbd.flags == Common::KBD_CTRL && e.kbd.keycode == 'd')
_vm->_debugger->attach();
if (_vm->getFeatures() & GF_DEMO) break;
if (e.kbd.keycode == Common::KEYCODE_l) KeyDown = kEvLoadGame;
if (e.kbd.keycode == Common::KEYCODE_s) KeyDown = kEvSaveGame;
break;
case Common::EVENT_LBUTTONDOWN:
_mouseButtons = kMouseLeftDown;
_mousePos = e.mouse;
break;
case Common::EVENT_LBUTTONUP:
_mouseButtons = kMouseLeftUp;
_mousePos = e.mouse;
break;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons = kMouseRightDown;
_mousePos = e.mouse;
break;
case Common::EVENT_RBUTTONUP:
_mouseButtons = kMouseRightUp;
_mousePos = e.mouse;
break;
case Common::EVENT_MOUSEMOVE:
_mousePos = e.mouse;
break;
case Common::EVENT_QUIT:
_engineFlags |= kEngineQuit;
return KeyDown;
default:
break;
}
}
if (_vm->_debugger->isAttached())
_vm->_debugger->onFrame();
return KeyDown;
}
bool Input::getLastKeyDown(uint16 &ascii) {
ascii = _lastKeyDownAscii;
return (_lastKeyDownAscii != -1);
}
// FIXME: see comment for readInput()
void Input::waitForButtonEvent(uint32 buttonEventMask, int32 timeout) {
if (buttonEventMask == kMouseNone) {
_mouseButtons = kMouseNone; // don't wait on nothing
return;
}
const int32 LOOP_RESOLUTION = 30;
if (timeout <= 0) {
do {
readInput();
_vm->_system->delayMillis(LOOP_RESOLUTION);
} while ((_mouseButtons & buttonEventMask) == 0);
} else {
do {
readInput();
_vm->_system->delayMillis(LOOP_RESOLUTION);
timeout -= LOOP_RESOLUTION;
} while ((timeout > 0) && (_mouseButtons & buttonEventMask) == 0);
}
}
// FIXME: see comment for readInput()
void Input::waitUntilLeftClick() {
do {
readInput();
_vm->_gfx->updateScreen();
_vm->_system->delayMillis(30);
} while (_mouseButtons != kMouseLeftUp);
return;
}
void Input::updateGameInput() {
int16 keyDown = readInput();
debugC(3, kDebugInput, "translateInput: input flags (%i, %i, %i, %i)",
!_mouseHidden,
(_engineFlags & kEngineBlockInput) == 0,
(_engineFlags & kEngineWalking) == 0,
(_engineFlags & kEngineChangeLocation) == 0
);
if ((_mouseHidden) ||
(_engineFlags & kEngineBlockInput) ||
(_engineFlags & kEngineWalking) ||
(_engineFlags & kEngineChangeLocation)) {
return;
}
if (keyDown == kEvQuitGame) {
_inputData._event = kEvQuitGame;
} else
if (keyDown == kEvSaveGame) {
_inputData._event = kEvSaveGame;
} else
if (keyDown == kEvLoadGame) {
_inputData._event = kEvLoadGame;
} else {
_inputData._mousePos = _mousePos;
_inputData._event = kEvNone;
if (!translateGameInput()) {
translateInventoryInput();
}
}
}
InputData* Input::updateInput() {
_inputData._event = kEvNone;
switch (_inputMode) {
case kInputModeComment:
case kInputModeDialogue:
readInput();
break;
case kInputModeGame:
updateGameInput();
break;
}
return &_inputData;
}
void Input::trackMouse(ZonePtr z) {
if ((z != _hoverZone) && (_hoverZone)) {
stopHovering();
return;
}
if (!z) {
return;
}
if ((!_hoverZone) && ((z->_flags & kFlagsNoName) == 0)) {
_hoverZone = z;
_vm->_gfx->showFloatingLabel(_hoverZone->_label);
return;
}
}
void Input::stopHovering() {
_hoverZone = nullZonePtr;
_vm->_gfx->hideFloatingLabel();
}
void Input::takeAction(ZonePtr z) {
stopHovering();
_vm->pauseJobs();
_vm->runZone(z);
_vm->resumeJobs();
}
void Input::walkTo(const Common::Point &dest) {
stopHovering();
_vm->setArrowCursor();
_vm->_char.scheduleWalk(dest.x, dest.y);
}
bool Input::translateGameInput() {
if ((_engineFlags & kEnginePauseJobs) || (_engineFlags & kEngineInventory)) {
return false;
}
if (_hasDelayedAction) {
// if walking is over, then take programmed action
takeAction(_delayedActionZone);
_hasDelayedAction = false;
_delayedActionZone = nullZonePtr;
return true;
}
if (_mouseButtons == kMouseRightDown) {
// right button down shows inventory
enterInventoryMode();
return true;
}
// test if mouse is hovering on an interactive zone for the currently selected inventory item
ZonePtr z = _vm->hitZone(_activeItem._id, _mousePos.x, _mousePos.y);
Common::Point dest(_mousePos);
if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((_engineFlags & kEngineWalking) == 0)) && ((!z) || ((z->_type & 0xFFFF) != kZoneCommand))) {
walkTo(dest);
return true;
}
trackMouse(z);
if (!z) {
return true;
}
if ((_mouseButtons == kMouseLeftUp) && ((_activeItem._id != 0) || ((z->_type & 0xFFFF) == kZoneCommand))) {
_inputData._zone = z;
if (z->_flags & kFlagsNoWalk) {
// character doesn't need to walk to take specified action
takeAction(z);
} else {
// action delayed: if Zone defined a moveto position the character is programmed to move there,
// else it will move to the mouse position
_delayedActionZone = z;
_hasDelayedAction = true;
if (z->_moveTo.y != 0) {
dest = z->_moveTo;
}
walkTo(dest);
}
_vm->beep();
_vm->setArrowCursor();
return true;
}
return true;
}
void Input::enterInventoryMode() {
bool hitCharacter = _vm->hitZone(kZoneYou, _mousePos.x, _mousePos.y);
if (hitCharacter) {
if (_activeItem._id != 0) {
_activeItem._index = (_activeItem._id >> 16) & 0xFFFF;
_engineFlags |= kEngineDragging;
} else {
_vm->setArrowCursor();
}
}
stopHovering();
_vm->pauseJobs();
_vm->openInventory();
_transCurrentHoverItem = -1;
}
void Input::exitInventoryMode() {
// right up hides inventory
int item = _vm->getHoverInventoryItem(_mousePos.x, _mousePos.y);
_vm->highlightInventoryItem(-1); // disable
if ((_engineFlags & kEngineDragging)) {
_engineFlags &= ~kEngineDragging;
ZonePtr z = _vm->hitZone(kZoneMerge, _activeItem._index, _vm->getInventoryItemIndex(item));
if (z) {
_vm->dropItem(z->u.merge->_obj1);
_vm->dropItem(z->u.merge->_obj2);
_vm->addInventoryItem(z->u.merge->_obj3);
_vm->_cmdExec->run(z->_commands);
}
}
_vm->closeInventory();
_vm->setInventoryCursor(item);
_vm->resumeJobs();
}
bool Input::translateInventoryInput() {
if ((_engineFlags & kEngineInventory) == 0) {
return false;
}
// in inventory
int16 _si = _vm->getHoverInventoryItem(_mousePos.x, _mousePos.y);
if (_mouseButtons == kMouseRightUp) {
exitInventoryMode();
return true;
}
if (_si != _transCurrentHoverItem) {
_transCurrentHoverItem = _si;
_vm->highlightInventoryItem(_si); // enable
}
return true;
}
void Input::showCursor(bool visible) {
_mouseHidden = !visible;
_vm->_system->showMouse(visible);
}
} // namespace Parallaction
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