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Original AGI only created a stationary event, when the last pressed direction key was released. We do that now as well. Makes cursor in MH1 behave properly. Thanks to waltervn for pointing this out.
647 lines
18 KiB
C++
647 lines
18 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/events.h"
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#include "gui/predictivedialog.h"
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#include "agi/agi.h"
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#include "agi/graphics.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#include "agi/text.h"
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namespace Agi {
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//
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// IBM-PC keyboard scancodes
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//
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const uint8 scancodeTable[26] = {
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30, // A
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48, // B
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46, // C
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32, // D
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18, // E
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33, // F
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34, // G
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35, // H
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23, // I
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36, // J
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37, // K
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38, // L
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50, // M
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49, // N
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24, // O
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25, // P
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16, // Q
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19, // R
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31, // S
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20, // T
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22, // U
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47, // V
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17, // W
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45, // X
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21, // Y
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44 // Z
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};
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void AgiEngine::processScummVMEvents() {
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Common::Event event;
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int key = 0;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_PREDICTIVE_DIALOG:
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showPredictiveDialog();
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break;
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case Common::EVENT_LBUTTONDOWN:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_BUTTON_LEFT;
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_mouse.button = kAgiMouseButtonLeft;
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keyEnqueue(key);
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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}
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break;
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case Common::EVENT_RBUTTONDOWN:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_BUTTON_RIGHT;
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_mouse.button = kAgiMouseButtonRight;
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keyEnqueue(key);
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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}
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break;
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case Common::EVENT_WHEELUP:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_WHEEL_UP;
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keyEnqueue(key);
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}
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break;
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case Common::EVENT_WHEELDOWN:
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if (_game.mouseEnabled) {
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key = AGI_MOUSE_WHEEL_DOWN;
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keyEnqueue(key);
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}
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break;
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case Common::EVENT_MOUSEMOVE:
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if (_game.mouseEnabled) {
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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if (!_game.mouseFence.isEmpty()) {
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if (_mouse.pos.x < _game.mouseFence.left)
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_mouse.pos.x = _game.mouseFence.left;
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if (_mouse.pos.x > _game.mouseFence.right)
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_mouse.pos.x = _game.mouseFence.right;
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if (_mouse.pos.y < _game.mouseFence.top)
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_mouse.pos.y = _game.mouseFence.top;
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if (_mouse.pos.y > _game.mouseFence.bottom)
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_mouse.pos.y = _game.mouseFence.bottom;
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g_system->warpMouse(_mouse.pos.x, _mouse.pos.y);
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}
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}
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break;
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONUP:
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if (_game.mouseEnabled) {
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_mouse.button = kAgiMouseButtonUp;
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_mouse.pos.x = event.mouse.x;
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_mouse.pos.y = event.mouse.y;
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}
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break;
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case Common::EVENT_KEYDOWN:
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if (event.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_SHIFT) && event.kbd.keycode == Common::KEYCODE_d) {
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_console->attach();
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break;
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}
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key = event.kbd.ascii;
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if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
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if (!(event.kbd.flags & Common::KBD_NUM)) {
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// HACK: Num-Lock not enabled
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// We shouldn't get a valid ascii code in these cases. We fix it here, so that cursor keys
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// on the numpad work properly.
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key = 0;
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}
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}
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if ((key) && (key <= 0xFF)) {
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// No special key, directly accept it
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// Is ISO-8859-1, we need lower 128 characters only, which is plain ASCII, so no mapping required
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if (Common::isAlpha(key)) {
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// Key is A-Z.
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// Map Ctrl-A to 1, Ctrl-B to 2, etc.
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if (event.kbd.flags & Common::KBD_CTRL) {
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key = toupper(key) - 'A' + 1;
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} else if (event.kbd.flags & Common::KBD_ALT) {
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// Map Alt-A, Alt-B etc. to special scancode values according to an internal scancode table.
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key = scancodeTable[toupper(key) - 'A'] << 8;
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}
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}
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} else {
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key = 0;
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switch (event.kbd.keycode) {
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_KP4:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_LEFT;
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break;
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_KP6:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_RIGHT;
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break;
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case Common::KEYCODE_UP:
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case Common::KEYCODE_KP8:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_UP;
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break;
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_KP2:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_DOWN;
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break;
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case Common::KEYCODE_PAGEUP:
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case Common::KEYCODE_KP9:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_UP_RIGHT;
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break;
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case Common::KEYCODE_PAGEDOWN:
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case Common::KEYCODE_KP3:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_DOWN_RIGHT;
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break;
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case Common::KEYCODE_HOME:
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case Common::KEYCODE_KP7:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_UP_LEFT;
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break;
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case Common::KEYCODE_END:
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case Common::KEYCODE_KP1:
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if (_allowSynthetic || !event.synthetic)
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key = AGI_KEY_DOWN_LEFT;
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break;
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case Common::KEYCODE_KP5:
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key = AGI_KEY_STATIONARY;
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break;
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case Common::KEYCODE_F1:
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key = AGI_KEY_F1;
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break;
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case Common::KEYCODE_F2:
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key = AGI_KEY_F2;
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break;
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case Common::KEYCODE_F3:
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key = AGI_KEY_F3;
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break;
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case Common::KEYCODE_F4:
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key = AGI_KEY_F4;
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break;
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case Common::KEYCODE_F5:
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key = AGI_KEY_F5;
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break;
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case Common::KEYCODE_F6:
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key = AGI_KEY_F6;
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break;
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case Common::KEYCODE_F7:
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key = AGI_KEY_F7;
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break;
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case Common::KEYCODE_F8:
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key = AGI_KEY_F8;
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break;
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case Common::KEYCODE_F9:
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key = AGI_KEY_F9;
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break;
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case Common::KEYCODE_F10:
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key = AGI_KEY_F10;
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break;
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case Common::KEYCODE_F11:
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key = AGI_KEY_F11;
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break;
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case Common::KEYCODE_F12:
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key = AGI_KEY_F12;
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break;
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case Common::KEYCODE_KP_ENTER:
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key = AGI_KEY_ENTER;
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break;
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default:
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break;
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}
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switch (event.kbd.keycode) {
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_UP:
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_HOME:
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case Common::KEYCODE_END:
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case Common::KEYCODE_PAGEUP:
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case Common::KEYCODE_PAGEDOWN:
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case Common::KEYCODE_KP4:
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case Common::KEYCODE_KP6:
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case Common::KEYCODE_KP8:
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case Common::KEYCODE_KP2:
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case Common::KEYCODE_KP9:
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case Common::KEYCODE_KP3:
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case Common::KEYCODE_KP7:
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case Common::KEYCODE_KP1:
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_keyHoldModeLastKey = event.kbd.keycode;
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break;
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default:
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break;
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}
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}
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if (key)
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keyEnqueue(key);
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break;
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case Common::EVENT_KEYUP:
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if (_keyHoldMode) {
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// Original AGI actually created direction events in here
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// but only in case the last pressed cursor key was released, in other cases it did nothing.
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// So when you pressed and held down left and then pressed up, and then released left,
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// direction wouldn't be changed at all.
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//
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// We don't create direction events in here, that's why we create a stationary event instead,
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// which will result in a direction change to 0 in handleController().
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switch (event.kbd.keycode) {
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_UP:
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_HOME:
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case Common::KEYCODE_END:
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case Common::KEYCODE_PAGEUP:
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case Common::KEYCODE_PAGEDOWN:
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case Common::KEYCODE_KP4:
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case Common::KEYCODE_KP6:
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case Common::KEYCODE_KP8:
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case Common::KEYCODE_KP2:
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case Common::KEYCODE_KP9:
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case Common::KEYCODE_KP3:
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case Common::KEYCODE_KP7:
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case Common::KEYCODE_KP1:
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if (_keyHoldModeLastKey == event.kbd.keycode) {
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keyEnqueue(AGI_KEY_STATIONARY);
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}
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break;
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default:
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break;
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}
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}
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break;
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default:
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break;
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}
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}
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}
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/**
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* Raw key grabber.
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* poll_keyboard() is the raw key grabber (above the gfx driver, that is).
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* It handles console keys and insulates AGI from the console. In the main
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* loop, handle_keys() handles keyboard input and ego movement.
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*/
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int AgiEngine::doPollKeyboard() {
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int key = 0;
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// If a key is ready, rip it
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if (isKeypress()) {
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key = getKeypress();
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debugC(3, kDebugLevelInput, "key %02x pressed", key);
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}
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return key;
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}
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bool AgiEngine::handleMouseClicks(uint16 &key) {
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// No mouse click? -> exit
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if (key != AGI_MOUSE_BUTTON_LEFT)
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return false;
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if (!cycleInnerLoopIsActive()) {
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// Only do this, when no inner loop is currently active
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Common::Rect displayLineRect = _gfx->getFontRectForDisplayScreen(0, 0, FONT_COLUMN_CHARACTERS, 1);
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// Common::Rect displayLineRect(_gfx->getDisplayScreenWidth(), _gfx->getDisplayFontHeight());
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if (displayLineRect.contains(_mouse.pos)) {
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// Mouse is inside first line of the screen
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if (getFlag(VM_FLAG_MENUS_ACCESSIBLE) && _menu->isAvailable()) {
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_menu->delayedExecuteViaMouse();
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key = 0; // eat event
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return true;
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}
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}
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if (_text->promptIsEnabled()) {
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// Prompt is currently enabled
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int16 promptRow = _text->promptRow_Get();
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displayLineRect.moveTo(0, promptRow * _gfx->getDisplayFontHeight());
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if (displayLineRect.contains(_mouse.pos)) {
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// and user clicked within the line of the prompt
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showPredictiveDialog();
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key = 0; // eat event
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return true;
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}
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}
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}
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if (cycleInnerLoopIsActive()) {
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// inner loop active, check what kind of loop it is. Then process / forward it
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switch (_game.cycleInnerLoopType) {
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case CYCLE_INNERLOOP_GETSTRING:
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case CYCLE_INNERLOOP_GETNUMBER: {
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// process in here
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int16 stringRow, stringColumn, stringMaxLen;
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_text->stringPos_Get(stringRow, stringColumn);
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stringMaxLen = _text->stringGetMaxLen();
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Common::Rect displayRect = _gfx->getFontRectForDisplayScreen(stringColumn, stringRow, stringMaxLen, 1);
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if (displayRect.contains(_mouse.pos)) {
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// user clicked inside the input space
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showPredictiveDialog();
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key = 0; // eat event
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return true;
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}
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break;
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}
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case CYCLE_INNERLOOP_INVENTORY:
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// TODO: forward
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break;
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case CYCLE_INNERLOOP_MENU_VIA_KEYBOARD:
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_menu->mouseEvent(key);
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key = 0; // eat event
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break;
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case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
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// TODO: forward
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break;
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default:
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break;
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}
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}
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return false;
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}
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bool AgiEngine::handleController(uint16 key) {
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ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
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if (key == 0) // nothing pressed
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return false;
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// This previously skipped processing, when ESC was pressed and called menu directly.
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// This original approach was bad, because games check different flags before actually allowing the
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// user to enter the menu. We checked a few common flags, like for example the availability of the prompt.
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// But this stopped the user being able to enter the menu, when the original interpreter actually allowed it.
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// We now instead implement this feature using another way for those platforms.
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if (key == AGI_KEY_ESCAPE) {
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// Escape pressed, user probably wants to trigger the menu
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// For PC, just passing ASCII code for ESC will normally trigger a controller
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// and the scripts will then trigger the menu
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switch (getPlatform()) {
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case Common::kPlatformAmiga:
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case Common::kPlatformApple2GS:
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case Common::kPlatformAtariST:
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// For these platforms, the button ESC normally triggered "pause"
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// But users could at the same time trigger the menu by clicking on the status line
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// We check, if menu is currently available and supposed to be accessible.
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// If yes, we do a delayed trigger now, otherwise we continue processing the key just like normal.
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//
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// This is probably the solution with the highest compatibility.
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// Several games also look for special keys see AGI_MENU_TRIGGER_*
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// And then there's also Mixed Up Mother Goose, which actually hooks the ESC key for the regular menu
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//
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// We risk in here of course, that we let the user access the menu, when it shouldn't be possible.
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// I'm not 100% sure if those other interpreters really only check VM_FLAG_MENUS_ACCESSIBLE
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// Needs further investigation.
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if (getFlag(VM_FLAG_MENUS_ACCESSIBLE) && _menu->isAvailable()) {
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// menu is supposed to be accessible and is also available
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_menu->delayedExecuteViaKeyboard();
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return true;
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}
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default:
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break;
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}
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// Otherwise go on and look for the ESC controller
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}
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// AGI 3.149 games, The Black Cauldron and King's Quest 4 need KEY_ESCAPE to use menus
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// Games with the GF_ESCPAUSE flag need KEY_ESCAPE to pause the game
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// (key == KEY_ESCAPE && getVersion() != 0x3149 && getGameID() != GID_BC && getGameID() != GID_KQ4 && !(getFeatures() & GF_ESCPAUSE)) )
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// return false;
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if ((getGameID() == GID_MH1 || getGameID() == GID_MH2) && (key == AGI_KEY_ENTER) &&
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(!_text->promptIsEnabled())) {
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key = 0x20; // Set Enter key to Space in Manhunter when prompt is disabled
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}
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debugC(3, kDebugLevelInput, "key = %04x", key);
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for (uint16 curMapping = 0; curMapping < MAX_CONTROLLER_KEYMAPPINGS; curMapping++) {
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if (_game.controllerKeyMapping[curMapping].keycode == key) {
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debugC(3, kDebugLevelInput, "event %d: key press", _game.controllerKeyMapping[curMapping].controllerSlot);
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_game.controllerOccured[_game.controllerKeyMapping[curMapping].controllerSlot] = true;
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return true;
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}
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}
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int16 newDirection = 0;
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switch (key) {
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case AGI_KEY_UP:
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newDirection = 1;
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break;
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case AGI_KEY_DOWN:
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newDirection = 5;
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break;
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case AGI_KEY_LEFT:
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newDirection = 7;
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break;
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case AGI_KEY_RIGHT:
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newDirection = 3;
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break;
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case AGI_KEY_UP_RIGHT:
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newDirection = 2;
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break;
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case AGI_KEY_DOWN_RIGHT:
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newDirection = 4;
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break;
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case AGI_KEY_UP_LEFT:
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newDirection = 8;
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break;
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case AGI_KEY_DOWN_LEFT:
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newDirection = 6;
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break;
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default:
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break;
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}
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if (_game.playerControl) {
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if (!(getFeatures() & GF_AGIMOUSE)) {
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// Handle mouse button events
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if (!_game.mouseHidden) {
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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
|