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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.
*
*/
#include "common/events.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "graphics/cursorman.h"
#include "parallaction/exec.h"
#include "parallaction/input.h"
#include "parallaction/parallaction.h"
#include "parallaction/debug.h"
namespace Parallaction {
#define MOUSEARROW_WIDTH_NS 16
#define MOUSEARROW_HEIGHT_NS 16
#define MOUSECOMBO_WIDTH_NS 32 // sizes for cursor + selected inventory item
#define MOUSECOMBO_HEIGHT_NS 32
struct MouseComboProperties {
int _xOffset;
int _yOffset;
int _width;
int _height;
};
/*
// TODO: improve NS's handling of normal cursor before merging cursor code.
MouseComboProperties _mouseComboProps_NS = {
7, // combo x offset (the icon from the inventory will be rendered from here)
7, // combo y offset (ditto)
32, // combo (arrow + icon) width
32 // combo (arrow + icon) height
};
*/
MouseComboProperties _mouseComboProps_BR = {
8, // combo x offset (the icon from the inventory will be rendered from here)
8, // combo y offset (ditto)
68, // combo (arrow + icon) width
68 // combo (arrow + icon) height
};
Input::Input(Parallaction *vm) : _vm(vm) {
_gameType = _vm->getGameType();
_transCurrentHoverItem = 0;
_hasDelayedAction = false; // actived when the character needs to move before taking an action
_mouseState = MOUSE_DISABLED;
_activeItem._index = 0;
_activeItem._id = 0;
_mouseButtons = 0;
_delayedActionZone.reset();
_inputMode = 0;
_hasKeyPressEvent = false;
_dinoCursor = 0;
_dougCursor = 0;
_donnaCursor = 0;
_comboArrow = 0;
_mouseArrow = 0;
initCursors();
}
Input::~Input() {
if (_gameType == GType_Nippon) {
delete _mouseArrow;
}
delete _comboArrow;
delete _dinoCursor;
delete _dougCursor;
delete _donnaCursor;
}
// 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.
//
void Input::readInput() {
bool updateMousePos = false;
Common::Event e;
_mouseButtons = kMouseNone;
_hasKeyPressEvent = false;
Common::EventManager *eventMan = _vm->_system->getEventManager();
while (eventMan->pollEvent(e)) {
updateMousePos = true;
switch (e.type) {
case Common::EVENT_KEYDOWN:
_hasKeyPressEvent = true;
_keyPressed = e.kbd;
updateMousePos = false;
break;
case Common::EVENT_LBUTTONDOWN:
_mouseButtons = kMouseLeftDown;
break;
case Common::EVENT_LBUTTONUP:
_mouseButtons = kMouseLeftUp;
break;
case Common::EVENT_RBUTTONDOWN:
_mouseButtons = kMouseRightDown;
break;
case Common::EVENT_RBUTTONUP:
_mouseButtons = kMouseRightUp;
break;
case Common::EVENT_RETURN_TO_LAUNCHER:
case Common::EVENT_QUIT:
return;
default:
break;
}
}
if (updateMousePos) {
setCursorPos(e.mouse);
}
}
bool Input::getLastKeyDown(uint16 &ascii) {
ascii = _keyPressed.ascii;
return (_hasKeyPressEvent);
}
// 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);
}
}
int Input::updateGameInput() {
int event = kEvNone;
if (!isMouseEnabled() ||
(g_engineFlags & kEngineBlockInput) ||
(g_engineFlags & kEngineWalking) ||
(g_engineFlags & kEngineChangeLocation)) {
debugC(3, kDebugInput, "updateGameInput: input flags (mouse: %i, block: %i, walking: %i, changeloc: %i)",
isMouseEnabled(),
(g_engineFlags & kEngineBlockInput) == 0,
(g_engineFlags & kEngineWalking) == 0,
(g_engineFlags & kEngineChangeLocation) == 0
);
return event;
}
if (_gameType == GType_Nippon) {
if (_hasKeyPressEvent && (_vm->getFeatures() & GF_DEMO) == 0) {
if (_keyPressed.keycode == Common::KEYCODE_l) event = kEvLoadGame;
if (_keyPressed.keycode == Common::KEYCODE_s) event = kEvSaveGame;
}
} else
if (_gameType == GType_BRA) {
if (_hasKeyPressEvent && (_vm->getFeatures() & GF_DEMO) == 0) {
if (_keyPressed.keycode == Common::KEYCODE_F5) event = kEvIngameMenu;
}
} else {
error("unsupported gametype in updateGameInput");
}
if (event == kEvNone) {
translateGameInput();
}
return event;
}
int Input::updateInput() {
int oldMode = _inputMode;
int event = kEvNone;
readInput();
switch (_inputMode) {
case kInputModeGame:
event = updateGameInput();
break;
case kInputModeInventory:
updateInventoryInput();
break;
default:
break;
}
// when mode changes, then consider any input consumed
// for the current frame
if (oldMode != _inputMode) {
_mouseButtons = kEvNone;
_hasKeyPressEvent = false;
}
return event;
}
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.reset();
_vm->_gfx->hideFloatingLabel();
}
void Input::takeAction(ZonePtr z) {
stopHovering();
_vm->pauseJobs();
_vm->runZone(z);
_vm->resumeJobs();
}
void Input::walkTo(const Common::Point &dest) {
stopHovering();
setArrowCursor();
_vm->scheduleWalk(dest.x, dest.y, true);
}
bool Input::translateGameInput() {
if (g_engineFlags & kEnginePauseJobs) {
return false;
}
if (_hasDelayedAction) {
// if walking is over, then take programmed action
takeAction(_delayedActionZone);
_hasDelayedAction = false;
_delayedActionZone.reset();
return true;
}
if (_mouseButtons == kMouseRightDown) {
// right button down shows inventory
enterInventoryMode();
return true;
}
Common::Point mousePos;
getAbsoluteCursorPos(mousePos);
// 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);
if (((_mouseButtons == kMouseLeftUp) && (_activeItem._id == 0) && ((g_engineFlags & kEngineWalking) == 0)) && ((!z) || (ACTIONTYPE(z) != kZoneCommand))) {
walkTo(mousePos);
return true;
}
trackMouse(z);
if (!z) {
return true;
}
if ((_mouseButtons == kMouseLeftUp) && ((_activeItem._id != 0) || (ACTIONTYPE(z) == kZoneCommand))) {
bool noWalk = z->_flags & kFlagsNoWalk; // check the explicit no-walk flag
if (_gameType == GType_BRA) {
// action performed on object marked for self-use do not need walk in BRA
noWalk |= ((z->_flags & kFlagsYourself) != 0);
}
if (noWalk) {
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) {
mousePos = z->_moveTo;
}
walkTo(mousePos);
}
_vm->beep();
setArrowCursor();
return true;
}
return true;
}
void Input::enterInventoryMode() {
Common::Point mousePos;
getAbsoluteCursorPos(mousePos);
bool hitCharacter = _vm->hitZone(kZoneYou, mousePos.x, mousePos.y);
if (hitCharacter) {
if (_activeItem._id != 0) {
_activeItem._index = (_activeItem._id >> 16) & 0xFFFF;
g_engineFlags |= kEngineDragging;
} else {
setArrowCursor();
}
}
stopHovering();
_vm->pauseJobs();
_vm->openInventory();
_transCurrentHoverItem = -1;
_inputMode = kInputModeInventory;
}
void Input::exitInventoryMode() {
// right up hides inventory
Common::Point mousePos;
getCursorPos(mousePos);
int pos = _vm->getHoverInventoryItem(mousePos.x, mousePos.y);
_vm->highlightInventoryItem(-1); // disable
if ((g_engineFlags & kEngineDragging)) {
g_engineFlags &= ~kEngineDragging;
ZonePtr z = _vm->hitZone(kZoneMerge, _activeItem._index, _vm->getInventoryItemIndex(pos));
if (z) {
_vm->dropItem(z->u._mergeObj1);
_vm->dropItem(z->u._mergeObj2);
_vm->addInventoryItem(z->u._mergeObj3);
_vm->_cmdExec->run(z->_commands); // commands might set a new _inputMode
}
}
_vm->closeInventory();
if (pos == -1) {
setArrowCursor();
} else {
const InventoryItem *item = _vm->getInventoryItem(pos);
if (item->_index != 0) {
_activeItem._id = item->_id;
setInventoryCursor(item->_index);
}
}
_vm->resumeJobs();
// in case the input mode was not changed by the code above (especially by the commands
// executed in case of a merge), then assume we are going back to game mode
if (_inputMode == kInputModeInventory) {
_inputMode = kInputModeGame;
}
}
bool Input::updateInventoryInput() {
if (_mouseButtons == kMouseRightUp) {
exitInventoryMode();
return true;
}
Common::Point mousePos;
getCursorPos(mousePos);
int16 _si = _vm->getHoverInventoryItem(mousePos.x, mousePos.y);
if (_si != _transCurrentHoverItem) {
_transCurrentHoverItem = _si;
_vm->highlightInventoryItem(_si); // enable
}
return true;
}
void Input::setMouseState(MouseTriState state) {
assert(state == MOUSE_ENABLED_SHOW || state == MOUSE_ENABLED_HIDE || state == MOUSE_DISABLED);
_mouseState = state;
switch (_mouseState) {
case MOUSE_ENABLED_HIDE:
case MOUSE_DISABLED:
CursorMan.showMouse(false);
break;
case MOUSE_ENABLED_SHOW:
CursorMan.showMouse(true);
break;
default:
break;
}
}
MouseTriState Input::getMouseState() {
return _mouseState;
}
bool Input::isMouseEnabled() {
return (_mouseState == MOUSE_ENABLED_SHOW) || (_mouseState == MOUSE_ENABLED_HIDE);
}
void Input::getAbsoluteCursorPos(Common::Point& p) const {
_vm->_gfx->getScrollPos(p);
p.x += _mousePos.x;
p.y += _mousePos.y;
}
void Input::initCursors() {
_dinoCursor = _donnaCursor = _dougCursor = 0;
switch (_gameType) {
case GType_Nippon:
_comboArrow = _vm->_disk->loadPointer("pointer");
_mouseArrow = new Cnv(1, MOUSEARROW_WIDTH_NS, MOUSEARROW_HEIGHT_NS, _resMouseArrow_NS, false);
break;
case GType_BRA:
if (_vm->getPlatform() == Common::kPlatformDOS) {
_dinoCursor = _vm->_disk->loadPointer("pointer1");
_dougCursor = _vm->_disk->loadPointer("pointer2");
_donnaCursor = _vm->_disk->loadPointer("pointer3");
Graphics::Surface *surf = new Graphics::Surface;
surf->create(_mouseComboProps_BR._width, _mouseComboProps_BR._height, Graphics::PixelFormat::createFormatCLUT8());
_comboArrow = new SurfaceToFrames(surf);
// TODO: choose the pointer depending on the active character
// For now, we pick Donna's
_mouseArrow = _donnaCursor;
} else {
// TODO: Where are the Amiga cursors?
Graphics::Surface *surf1 = new Graphics::Surface;
surf1->create(_mouseComboProps_BR._width, _mouseComboProps_BR._height, Graphics::PixelFormat::createFormatCLUT8());
_comboArrow = new SurfaceToFrames(surf1);
// TODO: scale mouse cursor (see staticres.cpp)
Graphics::Surface *surf2 = new Graphics::Surface;
surf2->create(32, 16, Graphics::PixelFormat::createFormatCLUT8());
memcpy(surf2->getPixels(), _resMouseArrow_BR_Amiga, 32*16);
_mouseArrow = new SurfaceToFrames(surf2);
}
break;
default:
warning("Input::initCursors: unknown gametype");
}
}
void Input::setArrowCursor() {
switch (_gameType) {
case GType_Nippon:
debugC(1, kDebugInput, "setting mouse cursor to arrow");
// this stuff is needed to avoid artifacts with labels and selected items when switching cursors
stopHovering();
_activeItem._id = 0;
CursorMan.replaceCursor(_mouseArrow->getData(0), MOUSEARROW_WIDTH_NS, MOUSEARROW_HEIGHT_NS, 0, 0, 0);
break;
case GType_BRA: {
Common::Rect r;
_mouseArrow->getRect(0, r);
CursorMan.replaceCursor(_mouseArrow->getData(0), r.width(), r.height(), 0, 0, 0);
CursorMan.showMouse(true);
_activeItem._id = 0;
break;
}
default:
warning("Input::setArrowCursor: unknown gametype");
}
}
void Input::setInventoryCursor(ItemName name) {
assert(name > 0);
switch (_gameType) {
case GType_Nippon: {
byte *v8 = _comboArrow->getData(0);
// FIXME: destination offseting is not clear
_vm->_inventoryRenderer->drawItem(name, v8 + 7 * MOUSECOMBO_WIDTH_NS + 7, MOUSECOMBO_WIDTH_NS);
CursorMan.replaceCursor(v8, MOUSECOMBO_WIDTH_NS, MOUSECOMBO_HEIGHT_NS, 0, 0, 0);
break;
}
case GType_BRA: {
byte *src = _mouseArrow->getData(0);
byte *dst = _comboArrow->getData(0);
// FIXME: destination offseting is not clear
Common::Rect srcRect, dstRect;
_mouseArrow->getRect(0, srcRect);
_comboArrow->getRect(0, dstRect);
for (uint y = 0; y < (uint)srcRect.height(); y++)
memcpy(dst + y * dstRect.width(), src + y * srcRect.width(), srcRect.width());
_vm->_inventoryRenderer->drawItem(name, dst + _mouseComboProps_BR._yOffset * _mouseComboProps_BR._width + _mouseComboProps_BR._xOffset, _mouseComboProps_BR._width);
CursorMan.replaceCursor(dst, _mouseComboProps_BR._width, _mouseComboProps_BR._height, 0, 0, 0);
break;
}
default:
warning("Input::setInventoryCursor: unknown gametype");
}
}
} // namespace Parallaction
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