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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.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/algorithm.h"
#include "common/events.h"
#include "common/system.h"
#include "common/util.h"
#include "sword25/sword25.h"
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/input/inputengine.h"
namespace Sword25 {
#define DOUBLE_CLICK_TIME 500
#define DOUBLE_CLICK_RECT_SIZE 4
InputEngine::InputEngine(Kernel *pKernel) :
Service(pKernel),
_currentState(0),
_leftMouseDown(false),
_rightMouseDown(false),
_mouseX(0),
_mouseY(0),
_leftDoubleClick(false),
_doubleClickTime(DOUBLE_CLICK_TIME),
_doubleClickRectWidth(DOUBLE_CLICK_RECT_SIZE),
_doubleClickRectHeight(DOUBLE_CLICK_RECT_SIZE),
_lastLeftClickTime(0),
_lastLeftClickMouseX(0),
_lastLeftClickMouseY(0) {
memset(_keyboardState[0], 0, sizeof(_keyboardState[0]));
memset(_keyboardState[1], 0, sizeof(_keyboardState[1]));
_leftMouseState[0] = false;
_leftMouseState[1] = false;
_rightMouseState[0] = false;
_rightMouseState[1] = false;
if (!registerScriptBindings())
error("Script bindings could not be registered.");
else
debugC(kDebugScript, "Script bindings registered.");
}
InputEngine::~InputEngine() {
unregisterScriptBindings();
}
bool InputEngine::init() {
// No initialisation needed
return true;
}
void InputEngine::update() {
Common::Event event;
// We keep two sets of keyboard states: The current one, and that of
// the previous frame. This allows us to detect which keys changed
// state. Also, by keeping a single central keystate array, we
// ensure that all script queries for key state during a single
// frame get the same consistent replies.
_currentState ^= 1;
memcpy(_keyboardState[_currentState], _keyboardState[_currentState ^ 1], sizeof(_keyboardState[0]));
// Loop through processing any pending events
bool handleEvents = true;
while (handleEvents && g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
_leftMouseDown = event.type == Common::EVENT_LBUTTONDOWN;
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
handleEvents = false;
break;
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_RBUTTONUP:
_rightMouseDown = event.type == Common::EVENT_RBUTTONDOWN;
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
handleEvents = false;
break;
case Common::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case Common::EVENT_KEYDOWN:
case Common::EVENT_KEYUP:
// FIXME - Need to work out how to expose getDebugger() to this module
//if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d && event.type == Common::EVENT_KEYDOWN) {
// _vm->getDebugger()->attach();
// _vm->getDebugger()->onFrame();
//}
alterKeyboardState(event.kbd.keycode, (event.type == Common::EVENT_KEYDOWN) ? 0x80 : 0);
break;
default:
break;
}
}
_leftMouseState[_currentState] = _leftMouseDown;
_rightMouseState[_currentState] = _rightMouseDown;
testForLeftDoubleClick();
}
bool InputEngine::isLeftMouseDown() {
return _leftMouseDown;
}
bool InputEngine::isRightMouseDown() {
return _rightMouseDown;
}
void InputEngine::testForLeftDoubleClick() {
_leftDoubleClick = false;
// Only bother checking for a double click if the left mouse button was clicked
if (wasLeftMouseDown()) {
// Get the time now
uint now = Kernel::getInstance()->getMilliTicks();
// A double click is signalled if
// 1. The two clicks are close enough together
// 2. The mouse cursor hasn't moved much
if (now - _lastLeftClickTime <= _doubleClickTime &&
ABS(_mouseX - _lastLeftClickMouseX) <= _doubleClickRectWidth / 2 &&
ABS(_mouseY - _lastLeftClickMouseY) <= _doubleClickRectHeight / 2) {
_leftDoubleClick = true;
// Reset the time and position of the last click, so that clicking is not
// interpreted as the first click of a further double-click
_lastLeftClickTime = 0;
_lastLeftClickMouseX = 0;
_lastLeftClickMouseY = 0;
} else {
// There is no double click. Remember the position and time of the click,
// in case it's the first click of a double-click sequence
_lastLeftClickTime = now;
_lastLeftClickMouseX = _mouseX;
_lastLeftClickMouseY = _mouseY;
}
}
}
void InputEngine::alterKeyboardState(int keycode, byte newState) {
assert(keycode < ARRAYSIZE(_keyboardState[_currentState]));
_keyboardState[_currentState][keycode] = newState;
}
bool InputEngine::isLeftDoubleClick() {
return _leftDoubleClick;
}
bool InputEngine::wasLeftMouseDown() {
return (_leftMouseState[_currentState] == false) && (_leftMouseState[_currentState ^ 1] == true);
}
bool InputEngine::wasRightMouseDown() {
return (_rightMouseState[_currentState] == false) && (_rightMouseState[_currentState ^ 1] == true);
}
int InputEngine::getMouseX() {
return _mouseX;
}
int InputEngine::getMouseY() {
return _mouseY;
}
bool InputEngine::isKeyDown(uint keyCode) {
assert(keyCode < ARRAYSIZE(_keyboardState[_currentState]));
return (_keyboardState[_currentState][keyCode] & 0x80) != 0;
}
bool InputEngine::wasKeyDown(uint keyCode) {
assert(keyCode < ARRAYSIZE(_keyboardState[_currentState]));
return ((_keyboardState[_currentState][keyCode] & 0x80) == 0) &&
((_keyboardState[_currentState ^ 1][keyCode] & 0x80) != 0);
}
void InputEngine::setCharacterCallback(CharacterCallback callback) {
_characterCallback = callback;
}
void InputEngine::setCommandCallback(CommandCallback callback) {
_commandCallback = callback;
}
void InputEngine::reportCharacter(byte character) {
if (_characterCallback)
(*_characterCallback)(character);
}
void InputEngine::reportCommand(KEY_COMMANDS command) {
if (_commandCallback)
(*_commandCallback)(command);
}
bool InputEngine::persist(OutputPersistenceBlock &writer) {
// Write out the number of command callbacks and their names.
// Note: We do this only for compatibility with older engines resp.
// the original engine.
writer.write((uint32)1);
writer.writeString("LuaCommandCB");
// Write out the number of command callbacks and their names.
// Note: We do this only for compatibility with older engines resp.
// the original engine.
writer.write((uint32)1);
writer.writeString("LuaCharacterCB");
return true;
}
bool InputEngine::unpersist(InputPersistenceBlock &reader) {
Common::String callbackFunctionName;
// Read number of command callbacks and their names.
// Note: We do this only for compatibility with older engines resp.
// the original engine.
uint32 commandCallbackCount;
reader.read(commandCallbackCount);
assert(commandCallbackCount == 1);
reader.readString(callbackFunctionName);
assert(callbackFunctionName == "LuaCommandCB");
// Read number of character callbacks and their names.
// Note: We do this only for compatibility with older engines resp.
// the original engine.
uint32 characterCallbackCount;
reader.read(characterCallbackCount);
assert(characterCallbackCount == 1);
reader.readString(callbackFunctionName);
assert(callbackFunctionName == "LuaCharacterCB");
return reader.isGood();
}
} // End of namespace Sword25
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