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input.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/saga/input.cpp $
 * $Id: input.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */
#include "saga/saga.h"

#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/console.h"
#include "saga/interface.h"
#include "saga/render.h"
#include "saga/scene.h"
#include "saga/script.h"
#include "saga/isomap.h"

#include "common/events.h"
#include "common/system.h"

namespace Saga {

int SagaEngine::processInput() {
      Common::Event event;

      while (_eventMan->pollEvent(event)) {
            switch (event.type) {
            case Common::EVENT_KEYDOWN:
                  if (event.kbd.flags == Common::KBD_CTRL) {
                        if (event.kbd.keycode == Common::KEYCODE_d)
                              _console->attach();
                  }
                  if (_interface->_textInput || _interface->_statusTextInput) {
                        _interface->processAscii(event.kbd);
                        return SUCCESS;
                  }

                  switch (event.kbd.keycode) {
                  case Common::KEYCODE_HASH:
                  case Common::KEYCODE_BACKQUOTE:
                  case Common::KEYCODE_QUOTE: // tilde ("~")
                        _console->attach();
                        break;
                  case Common::KEYCODE_r:
                        _interface->draw();
                        break;

#if 0
                  case Common::KEYCODE_KP_MINUS:
                  case Common::KEYCODE_KP_PLUS:
                  case Common::KEYCODE_UP:
                  case Common::KEYCODE_DOWN:
                  case Common::KEYCODE_RIGHT:
                  case Common::KEYCODE_LEFT:
                        if (_vm->_scene->getFlags() & kSceneFlagISO) {
                              _vm->_isoMap->_viewDiff += (event.kbd.keycode == Common::KEYCODE_KP_PLUS) - (event.kbd.keycode == Common::KEYCODE_KP_MINUS);
                              _vm->_isoMap->_viewScroll.y += (_vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_DOWN) - _vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_UP));
                              _vm->_isoMap->_viewScroll.x += (_vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_RIGHT) - _vm->_isoMap->_viewDiff * (event.kbd.keycode == Common::KEYCODE_LEFT));
                        }
                        break;
#endif
                  case Common::KEYCODE_F1:
                        _render->toggleFlag(RF_SHOW_FPS);
                        _actor->_handleActionDiv = (_actor->_handleActionDiv == 15) ? 50 : 15;
                        break;
                  case Common::KEYCODE_F2:
                        _render->toggleFlag(RF_PALETTE_TEST);
                        break;
                  case Common::KEYCODE_F3:
                        _render->toggleFlag(RF_TEXT_TEST);
                        break;
                  case Common::KEYCODE_F4:
                        _render->toggleFlag(RF_OBJECTMAP_TEST);
                        break;
                  case Common::KEYCODE_F5:
                        if (_interface->getSaveReminderState() > 0)
                              _interface->setMode(kPanelOption);
                        break;
                  case Common::KEYCODE_F6:
                        _render->toggleFlag(RF_ACTOR_PATH_TEST);
                        break;
                  case Common::KEYCODE_F7:
                        //_actor->frameTest();
                        break;
                  case Common::KEYCODE_F8:
                        break;
                  case Common::KEYCODE_F9:
                        _interface->keyBoss();
                        break;

                  // Actual game keys
                  case Common::KEYCODE_SPACE:
                        _actor->abortSpeech();
                        break;
                  case Common::KEYCODE_PAUSE:
                  case Common::KEYCODE_z:
                        _render->toggleFlag(RF_RENDERPAUSE);
                        break;
                  default:
                        _interface->processAscii(event.kbd);
                        break;
                  }
                  break;
            case Common::EVENT_LBUTTONUP:
                  _leftMouseButtonPressed = false;
                  break;
            case Common::EVENT_RBUTTONUP:
                  _rightMouseButtonPressed = false;
                  break;
            case Common::EVENT_LBUTTONDOWN:
                  _leftMouseButtonPressed = true;
                  _interface->update(event.mouse, UPDATE_LEFTBUTTONCLICK);
                  break;
            case Common::EVENT_RBUTTONDOWN:
                  _rightMouseButtonPressed = true;
                  _interface->update(event.mouse, UPDATE_RIGHTBUTTONCLICK);
                  break;
            case Common::EVENT_WHEELUP:
                  _interface->update(event.mouse, UPDATE_WHEELUP);
                  break;
            case Common::EVENT_WHEELDOWN:
                  _interface->update(event.mouse, UPDATE_WHEELDOWN);
                  break;
            case Common::EVENT_MOUSEMOVE:
                  break;
            case Common::EVENT_QUIT:
                  shutDown();
                  break;
            default:
                  break;
            }
      }

      return SUCCESS;
}

Point SagaEngine::mousePos() const {
      return _eventMan->getMousePos();
}

} // End of namespace Saga


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