scummvm/engines/sci/engine/kevent.cpp

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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.
*
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* 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.
*
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* 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/system.h"
#include "sci/sci.h"
#include "sci/engine/features.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/kernel.h"
#include "sci/engine/savegame.h"
#include "sci/engine/selector.h"
#include "sci/engine/state.h"
#include "sci/console.h"
#include "sci/debug.h" // for g_debug_simulated_key
#include "sci/event.h"
#include "sci/graphics/coordadjuster.h"
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#include "sci/graphics/cursor.h"
#include "sci/graphics/maciconbar.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/frameout.h"
#endif
namespace Sci {
reg_t kGetEvent(EngineState *s, int argc, reg_t *argv) {
SciEventType mask = (SciEventType)argv[0].toUint16();
reg_t obj = argv[1];
SciEvent curEvent;
uint16 modifiers = 0;
SegManager *segMan = s->_segMan;
Common::Point mousePos;
// For Mac games with an icon bar, handle possible icon bar events first
if (g_sci->hasMacIconBar()) {
reg_t iconObj = g_sci->_gfxMacIconBar->handleEvents();
if (!iconObj.isNull())
invokeSelector(s, iconObj, SELECTOR(select), argc, argv, 0, NULL);
}
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// If there's a simkey pending, and the game wants a keyboard event, use the
// simkey instead of a normal event
// TODO: This does not really work as expected for keyup events, since the
// fake event is disposed halfway through the normal event lifecycle.
if (g_debug_simulated_key && (mask & kSciEventKeyDown)) {
// In case we use a simulated event we query the current mouse position
mousePos = g_sci->_gfxCursor->getPosition();
// Limit the mouse cursor position, if necessary
g_sci->_gfxCursor->refreshPosition();
writeSelectorValue(segMan, obj, SELECTOR(type), kSciEventKeyDown);
writeSelectorValue(segMan, obj, SELECTOR(message), g_debug_simulated_key);
writeSelectorValue(segMan, obj, SELECTOR(modifiers), kSciKeyModNumLock);
writeSelectorValue(segMan, obj, SELECTOR(x), mousePos.x);
writeSelectorValue(segMan, obj, SELECTOR(y), mousePos.y);
g_debug_simulated_key = 0;
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return TRUE_REG;
}
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curEvent = g_sci->getEventManager()->getSciEvent(mask);
if (g_sci->_guestAdditions->kGetEventHook()) {
return NULL_REG;
}
// For a real event we use its associated mouse position
#ifdef ENABLE_SCI32
SCI32: Detect and handle tight loops around kGetEvent In SSCI, mouse events are received through a hardware interrupt and the cursor is drawn directly to the graphics card by the interrupt handler. This allows game scripts to omit calls to kFrameOut without stopping the mouse cursor from being redrawn in response to mouse movement. ScummVM, in contrast, needs to poll for events and submit screen updates explicitly from the main thread. Submitting screen updates may block on vsync, which means that this call should really only be made once per frame, just after the game has finished updating its back buffer. The closest signal in SCI32 for having completed drawing a frame is the kFrameOut call, so this is where the update is submitted (by calling OSystem::updateScreen). The problem with the approach in ScummVM is that, even though the mouse position is being updated (by calls to kGetEvent) and drawn to the backend's back buffer (by GfxCursor32::drawToHardware), OSystem::updateScreen is never called during game loops that omit calls to kFrameOut. This commit introduces a workaround that looks at the number of times kGetEvent is called between calls to kFrameOut. If the number of kGetEvent calls is higher than usual (where "usual" seems to be 0 or 1), we assume that the game is running one of these tight event loops, and kGetEvent starts calling OSystem::updateScreen until the next kFrameOut call. We also then start throttling the calls to kGetEvent to keep CPU usage down. This fixes at least two such known loops: 1. When interacting with the menu bar at the top of the screen in LSL6hires; 2. When restoring a game in Phant2 and sitting on the "click mouse" screen. A similar workaround may also be needed for kGetTime, though loops around kGetTime should preferably be replaced using a script patch to call kWait instead.
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if (getSciVersion() >= SCI_VERSION_2) {
mousePos = curEvent.mousePosSci;
SCI32: Detect and handle tight loops around kGetEvent In SSCI, mouse events are received through a hardware interrupt and the cursor is drawn directly to the graphics card by the interrupt handler. This allows game scripts to omit calls to kFrameOut without stopping the mouse cursor from being redrawn in response to mouse movement. ScummVM, in contrast, needs to poll for events and submit screen updates explicitly from the main thread. Submitting screen updates may block on vsync, which means that this call should really only be made once per frame, just after the game has finished updating its back buffer. The closest signal in SCI32 for having completed drawing a frame is the kFrameOut call, so this is where the update is submitted (by calling OSystem::updateScreen). The problem with the approach in ScummVM is that, even though the mouse position is being updated (by calls to kGetEvent) and drawn to the backend's back buffer (by GfxCursor32::drawToHardware), OSystem::updateScreen is never called during game loops that omit calls to kFrameOut. This commit introduces a workaround that looks at the number of times kGetEvent is called between calls to kFrameOut. If the number of kGetEvent calls is higher than usual (where "usual" seems to be 0 or 1), we assume that the game is running one of these tight event loops, and kGetEvent starts calling OSystem::updateScreen until the next kFrameOut call. We also then start throttling the calls to kGetEvent to keep CPU usage down. This fixes at least two such known loops: 1. When interacting with the menu bar at the top of the screen in LSL6hires; 2. When restoring a game in Phant2 and sitting on the "click mouse" screen. A similar workaround may also be needed for kGetTime, though loops around kGetTime should preferably be replaced using a script patch to call kWait instead.
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// Some games, like LSL6hires (when interacting with the menu bar) and
// Phant2 (when on the "click mouse" screen after restoring a game),
// have unthrottled loops that call kGetEvent but do not call kFrameOut.
// In these cases we still need to call OSystem::updateScreen to update
// the mouse cursor (in SSCI this was not necessary because mouse
// updates were made directly to hardware from an interrupt handler),
// and we need to throttle these calls so the game does not use 100%
// CPU.
// This situation seems to be detectable by looking at how many times
// kGetEvent has been called between calls to kFrameOut. During normal
// game operation, there are usually just 0 or 1 kGetEvent calls between
// kFrameOut calls; any more than that indicates that we are probably in
// one of these ugly loops and should be updating the screen &
// throttling the VM.
if (++s->_eventCounter > 2) {
g_sci->_gfxFrameout->updateScreen();
SCI32: Detect and handle tight loops around kGetEvent In SSCI, mouse events are received through a hardware interrupt and the cursor is drawn directly to the graphics card by the interrupt handler. This allows game scripts to omit calls to kFrameOut without stopping the mouse cursor from being redrawn in response to mouse movement. ScummVM, in contrast, needs to poll for events and submit screen updates explicitly from the main thread. Submitting screen updates may block on vsync, which means that this call should really only be made once per frame, just after the game has finished updating its back buffer. The closest signal in SCI32 for having completed drawing a frame is the kFrameOut call, so this is where the update is submitted (by calling OSystem::updateScreen). The problem with the approach in ScummVM is that, even though the mouse position is being updated (by calls to kGetEvent) and drawn to the backend's back buffer (by GfxCursor32::drawToHardware), OSystem::updateScreen is never called during game loops that omit calls to kFrameOut. This commit introduces a workaround that looks at the number of times kGetEvent is called between calls to kFrameOut. If the number of kGetEvent calls is higher than usual (where "usual" seems to be 0 or 1), we assume that the game is running one of these tight event loops, and kGetEvent starts calling OSystem::updateScreen until the next kFrameOut call. We also then start throttling the calls to kGetEvent to keep CPU usage down. This fixes at least two such known loops: 1. When interacting with the menu bar at the top of the screen in LSL6hires; 2. When restoring a game in Phant2 and sitting on the "click mouse" screen. A similar workaround may also be needed for kGetTime, though loops around kGetTime should preferably be replaced using a script patch to call kWait instead.
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s->speedThrottler(10); // 10ms is an arbitrary value
s->_throttleTrigger = true;
}
} else {
#endif
mousePos = curEvent.mousePos;
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// Limit the mouse cursor position, if necessary
g_sci->_gfxCursor->refreshPosition();
#ifdef ENABLE_SCI32
}
#endif
if (g_sci->getVocabulary())
g_sci->getVocabulary()->parser_event = NULL_REG; // Invalidate parser event
if (s->_cursorWorkaroundActive) {
// We check if the actual cursor position is inside specific rectangles
// where the cursor itself should be moved to. If this is the case, we
// set the mouse cursor's position to be within the rectangle in
// question. Check GfxCursor::setPosition(), for a more detailed
// explanation and a list of cursor position workarounds.
if (s->_cursorWorkaroundRect.contains(mousePos.x, mousePos.y)) {
// For OpenPandora and possibly other platforms, that support analog-stick control + touch screen
// control at the same time: in case the cursor is currently at the coordinate set by the scripts,
// we will count down instead of immediately disabling the workaround.
// On OpenPandora the cursor position is set, but it's overwritten shortly afterwards by the
// touch screen. In this case we would sometimes disable the workaround, simply because the touch
// screen hasn't yet overwritten the position and thus the workaround would not work anymore.
// On OpenPandora it would sometimes work and sometimes not without this.
if (s->_cursorWorkaroundPoint == mousePos) {
// Cursor is still at the same spot as set by the scripts
if (s->_cursorWorkaroundPosCount > 0) {
s->_cursorWorkaroundPosCount--;
} else {
// Was for quite a bit of time at that spot, so disable workaround now
s->_cursorWorkaroundActive = false;
}
} else {
// Cursor has moved, but is within the rect -> disable workaround immediately
s->_cursorWorkaroundActive = false;
}
} else {
mousePos.x = s->_cursorWorkaroundPoint.x;
mousePos.y = s->_cursorWorkaroundPoint.y;
}
}
writeSelectorValue(segMan, obj, SELECTOR(x), mousePos.x);
writeSelectorValue(segMan, obj, SELECTOR(y), mousePos.y);
// Get current keyboard modifiers, only keep relevant bits
const int modifierMask = getSciVersion() <= SCI_VERSION_01 ? kSciKeyModAll : kSciKeyModNonSticky;
modifiers = curEvent.modifiers & modifierMask;
if (g_sci->getPlatform() == Common::kPlatformDOS && getSciVersion() <= SCI_VERSION_01) {
// We are supposed to emulate SCI running in DOS
// We set the higher byte of the modifiers to 02h
// Original SCI also did that indirectly, because it asked BIOS for shift status
// via AH=0x02 INT16, which then sets the shift flags in AL
// AH is supposed to be destroyed in that case and it's not defined that 0x02
// is still in it on return. The value of AX was then set into the modifiers selector.
// At least one fan-made game (Betrayed Alliance) requires 0x02 to be in the upper byte,
// otherwise the darts game (script 111) will not work properly.
// It seems Sierra fixed this behaviour (effectively bug) in the SCI1 keyboard driver.
// SCI32 also resets the upper byte.
// This was verified in SSCI itself by creating a SCI game and checking behavior.
modifiers |= 0x0200;
}
switch (curEvent.type) {
case kSciEventQuit:
s->abortScriptProcessing = kAbortQuitGame; // Terminate VM
g_sci->_debugState.seeking = kDebugSeekNothing;
g_sci->_debugState.runningStep = 0;
break;
case kSciEventKeyDown:
case kSciEventKeyUp:
writeSelectorValue(segMan, obj, SELECTOR(type), curEvent.type);
writeSelectorValue(segMan, obj, SELECTOR(message), curEvent.character);
// We only care about the translated character
writeSelectorValue(segMan, obj, SELECTOR(modifiers), modifiers);
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s->r_acc = TRUE_REG;
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break;
case kSciEventMouseRelease:
case kSciEventMousePress:
// track left buttton clicks, if requested
if (curEvent.type == kSciEventMousePress && curEvent.modifiers == 0 && g_debug_track_mouse_clicks) {
g_sci->getSciDebugger()->debugPrintf("Mouse clicked at %d, %d\n",
mousePos.x, mousePos.y);
}
if (mask & curEvent.type) {
writeSelectorValue(segMan, obj, SELECTOR(type), curEvent.type);
writeSelectorValue(segMan, obj, SELECTOR(message), 0);
writeSelectorValue(segMan, obj, SELECTOR(modifiers), modifiers);
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s->r_acc = TRUE_REG;
}
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break;
#ifdef ENABLE_SCI32
case kSciEventHotRectangle:
writeSelectorValue(segMan, obj, SELECTOR(type), curEvent.type);
writeSelectorValue(segMan, obj, SELECTOR(message), curEvent.hotRectangleIndex);
s->r_acc = TRUE_REG;
break;
#endif
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default:
// Return a null event
writeSelectorValue(segMan, obj, SELECTOR(type), kSciEventNone);
writeSelectorValue(segMan, obj, SELECTOR(message), 0);
writeSelectorValue(segMan, obj, SELECTOR(modifiers), modifiers);
s->r_acc = NULL_REG;
}
if ((s->r_acc.getOffset()) && (g_sci->_debugState.stopOnEvent)) {
g_sci->_debugState.stopOnEvent = false;
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// A SCI event occurred, and we have been asked to stop, so open the debug console
Console *con = g_sci->getSciDebugger();
con->debugPrintf("SCI event occurred: ");
switch (curEvent.type) {
case kSciEventQuit:
con->debugPrintf("quit event\n");
break;
case kSciEventKeyDown:
case kSciEventKeyUp:
con->debugPrintf("keyboard event\n");
break;
case kSciEventMousePress:
case kSciEventMouseRelease:
con->debugPrintf("mouse click event\n");
break;
default:
con->debugPrintf("unknown or no event (event type %d)\n", curEvent.type);
}
con->attach();
con->onFrame();
}
if (g_sci->_features->detectDoSoundType() <= SCI_VERSION_0_LATE) {
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// If we're running a sound-SCI0 game, update the sound cues, to
// compensate for the fact that sound-SCI0 does not poll to update
// the sound cues itself, like sound-SCI1 and later do with
// cmdUpdateSoundCues. kGetEvent is called quite often, so emulate
// the sound-SCI1 behavior of cmdUpdateSoundCues with this call
g_sci->_soundCmd->updateSci0Cues();
}
// Wait a bit here, so that the CPU isn't maxed out when the game
// is waiting for user input (e.g. when showing text boxes) - bug
// #3037874. Make sure that we're not delaying while the game is
// benchmarking, as that will affect the final benchmarked result -
// check bugs #3058865 and #3127824
if (s->_gameIsBenchmarking) {
// Game is benchmarking, don't add a delay
} else if (getSciVersion() < SCI_VERSION_2) {
g_system->delayMillis(10);
}
return s->r_acc;
}
struct KeyDirMapping {
SciKeyCode key;
uint16 direction;
};
const KeyDirMapping keyToDirMap[] = {
{ kSciKeyHome, 8 }, { kSciKeyUp, 1 }, { kSciKeyPageUp, 2 },
{ kSciKeyLeft, 7 }, { kSciKeyCenter, 0 }, { kSciKeyRight, 3 },
{ kSciKeyEnd, 6 }, { kSciKeyDown, 5 }, { kSciKeyPageDown, 4 },
};
reg_t kMapKeyToDir(EngineState *s, int argc, reg_t *argv) {
reg_t obj = argv[0];
SegManager *segMan = s->_segMan;
if (readSelectorValue(segMan, obj, SELECTOR(type)) == kSciEventKeyDown) {
uint16 message = readSelectorValue(segMan, obj, SELECTOR(message));
SciEventType eventType = kSciEventDirection;
// It seems with SCI1 Sierra started to add the kSciEventDirection bit instead of setting it directly.
// It was done inside the keyboard driver and is required for the PseudoMouse functionality and class
// to work (script 933).
if (g_sci->_features->detectPseudoMouseAbility() == kPseudoMouseAbilityTrue) {
eventType |= kSciEventKeyDown;
}
for (int i = 0; i < ARRAYSIZE(keyToDirMap); i++) {
if (keyToDirMap[i].key == message) {
writeSelectorValue(segMan, obj, SELECTOR(type), eventType);
writeSelectorValue(segMan, obj, SELECTOR(message), keyToDirMap[i].direction);
return TRUE_REG; // direction mapped
}
}
return NULL_REG; // unknown direction
}
return s->r_acc; // no keyboard event to map, leave accumulator unchanged
}
reg_t kGlobalToLocal(EngineState *s, int argc, reg_t *argv) {
reg_t obj = argv[0];
SegManager *segMan = s->_segMan;
if (obj.getSegment()) {
int16 x = readSelectorValue(segMan, obj, SELECTOR(x));
int16 y = readSelectorValue(segMan, obj, SELECTOR(y));
g_sci->_gfxCoordAdjuster->kernelGlobalToLocal(x, y);
writeSelectorValue(segMan, obj, SELECTOR(x), x);
writeSelectorValue(segMan, obj, SELECTOR(y), y);
}
return s->r_acc;
}
reg_t kLocalToGlobal(EngineState *s, int argc, reg_t *argv) {
reg_t obj = argv[0];
SegManager *segMan = s->_segMan;
if (obj.getSegment()) {
int16 x = readSelectorValue(segMan, obj, SELECTOR(x));
int16 y = readSelectorValue(segMan, obj, SELECTOR(y));
g_sci->_gfxCoordAdjuster->kernelLocalToGlobal(x, y);
writeSelectorValue(segMan, obj, SELECTOR(x), x);
writeSelectorValue(segMan, obj, SELECTOR(y), y);
}
return s->r_acc;
}
reg_t kJoystick(EngineState *s, int argc, reg_t *argv) {
// Subfunction 12 sets/gets joystick repeat rate
debug(5, "Unimplemented syscall 'Joystick()'");
return NULL_REG;
}
#ifdef ENABLE_SCI32
reg_t kGlobalToLocal32(EngineState *s, int argc, reg_t *argv) {
const reg_t result = argv[0];
const reg_t planeObj = argv[1];
bool visible = true;
Plane *plane = g_sci->_gfxFrameout->getVisiblePlanes().findByObject(planeObj);
if (plane == nullptr) {
plane = g_sci->_gfxFrameout->getPlanes().findByObject(planeObj);
visible = false;
}
if (plane == nullptr) {
error("kGlobalToLocal: Plane %04x:%04x not found", PRINT_REG(planeObj));
}
const int16 x = readSelectorValue(s->_segMan, result, SELECTOR(x)) - plane->_gameRect.left;
const int16 y = readSelectorValue(s->_segMan, result, SELECTOR(y)) - plane->_gameRect.top;
writeSelectorValue(s->_segMan, result, SELECTOR(x), x);
writeSelectorValue(s->_segMan, result, SELECTOR(y), y);
return make_reg(0, visible);
}
reg_t kLocalToGlobal32(EngineState *s, int argc, reg_t *argv) {
const reg_t result = argv[0];
const reg_t planeObj = argv[1];
bool visible = true;
Plane *plane = g_sci->_gfxFrameout->getVisiblePlanes().findByObject(planeObj);
if (plane == nullptr) {
plane = g_sci->_gfxFrameout->getPlanes().findByObject(planeObj);
visible = false;
}
if (plane == nullptr) {
error("kLocalToGlobal: Plane %04x:%04x not found", PRINT_REG(planeObj));
}
const int16 x = readSelectorValue(s->_segMan, result, SELECTOR(x)) + plane->_gameRect.left;
const int16 y = readSelectorValue(s->_segMan, result, SELECTOR(y)) + plane->_gameRect.top;
writeSelectorValue(s->_segMan, result, SELECTOR(x), x);
writeSelectorValue(s->_segMan, result, SELECTOR(y), y);
return make_reg(0, visible);
}
reg_t kSetHotRectangles(EngineState *s, int argc, reg_t *argv) {
if (argc == 1) {
g_sci->getEventManager()->setHotRectanglesActive((bool)argv[0].toUint16());
return s->r_acc;
}
const int16 numRects = argv[0].toSint16();
SciArray &hotRects = *s->_segMan->lookupArray(argv[1]);
Common::Array<Common::Rect> rects;
rects.resize(numRects);
for (int16 i = 0; i < numRects; ++i) {
rects[i].left = hotRects.getAsInt16(i * 4);
rects[i].top = hotRects.getAsInt16(i * 4 + 1);
rects[i].right = hotRects.getAsInt16(i * 4 + 2) + 1;
rects[i].bottom = hotRects.getAsInt16(i * 4 + 3) + 1;
}
g_sci->getEventManager()->setHotRectanglesActive(true);
g_sci->getEventManager()->setHotRectangles(rects);
return s->r_acc;
}
#endif
} // End of namespace Sci