AGI: implement predictive dialog
This commit is contained in:
parent
73242aa5bc
commit
c28e101cdb
6 changed files with 193 additions and 127 deletions
|
@ -68,52 +68,16 @@ void AgiEngine::processEvents() {
|
|||
|
||||
while (_eventMan->pollEvent(event)) {
|
||||
switch (event.type) {
|
||||
case Common::EVENT_PREDICTIVE_DIALOG: {
|
||||
GUI::PredictiveDialog _predictiveDialog;
|
||||
_predictiveDialog.runModal();
|
||||
#if 0
|
||||
strcpy(_predictiveResult, _predictiveDialog.getResult());
|
||||
if (strcmp(_predictiveResult, "")) {
|
||||
if (_game.inputMode == INPUTMODE_NORMAL) {
|
||||
//strcpy((char *)_game.inputBuffer, _predictiveResult);
|
||||
//handleKeys(KEY_ENTER);
|
||||
// TODO: repair predictive
|
||||
} else if (_game.inputMode == INPUTMODE_GETSTRING) {
|
||||
strcpy(_game.strings[_stringdata.str], _predictiveResult);
|
||||
newInputMode(INPUTMODE_NORMAL);
|
||||
//_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
|
||||
// _stringdata.y, ' ', 15, 0);
|
||||
} else if (_game.inputMode == INPUTMODE_NONE) {
|
||||
for (int n = 0; _predictiveResult[n]; n++)
|
||||
keyEnqueue(_predictiveResult[n]);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
/*
|
||||
if (predictiveDialog()) {
|
||||
if (_game.inputMode == INPUT_NORMAL) {
|
||||
strcpy((char *)_game.inputBuffer, _predictiveResult);
|
||||
handleKeys(KEY_ENTER);
|
||||
} else if (_game.inputMode == INPUT_GETSTRING) {
|
||||
strcpy(_game.strings[_stringdata.str], _predictiveResult);
|
||||
newInputMode(INPUT_NORMAL);
|
||||
_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
|
||||
_stringdata.y, ' ', _game.colorFg, _game.colorBg);
|
||||
} else if (_game.inputMode == INPUT_NONE) {
|
||||
for (int n = 0; _predictiveResult[n]; n++)
|
||||
keyEnqueue(_predictiveResult[n]);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
case Common::EVENT_PREDICTIVE_DIALOG:
|
||||
showPredictiveDialog();
|
||||
break;
|
||||
case Common::EVENT_LBUTTONDOWN:
|
||||
if (_game.mouseEnabled) {
|
||||
key = AGI_MOUSE_BUTTON_LEFT;
|
||||
_mouse.button = kAgiMouseButtonLeft;
|
||||
keyEnqueue(key);
|
||||
_mouse.x = event.mouse.x;
|
||||
_mouse.y = event.mouse.y;
|
||||
_mouse.pos.x = event.mouse.x;
|
||||
_mouse.pos.y = event.mouse.y;
|
||||
}
|
||||
break;
|
||||
case Common::EVENT_RBUTTONDOWN:
|
||||
|
@ -121,8 +85,8 @@ void AgiEngine::processEvents() {
|
|||
key = AGI_MOUSE_BUTTON_RIGHT;
|
||||
_mouse.button = kAgiMouseButtonRight;
|
||||
keyEnqueue(key);
|
||||
_mouse.x = event.mouse.x;
|
||||
_mouse.y = event.mouse.y;
|
||||
_mouse.pos.x = event.mouse.x;
|
||||
_mouse.pos.y = event.mouse.y;
|
||||
}
|
||||
break;
|
||||
case Common::EVENT_WHEELUP:
|
||||
|
@ -139,20 +103,20 @@ void AgiEngine::processEvents() {
|
|||
break;
|
||||
case Common::EVENT_MOUSEMOVE:
|
||||
if (_game.mouseEnabled) {
|
||||
_mouse.x = event.mouse.x;
|
||||
_mouse.y = event.mouse.y;
|
||||
_mouse.pos.x = event.mouse.x;
|
||||
_mouse.pos.y = event.mouse.y;
|
||||
|
||||
if (!_game.mouseFence.isEmpty()) {
|
||||
if (_mouse.x < _game.mouseFence.left)
|
||||
_mouse.x = _game.mouseFence.left;
|
||||
if (_mouse.x > _game.mouseFence.right)
|
||||
_mouse.x = _game.mouseFence.right;
|
||||
if (_mouse.y < _game.mouseFence.top)
|
||||
_mouse.y = _game.mouseFence.top;
|
||||
if (_mouse.y > _game.mouseFence.bottom)
|
||||
_mouse.y = _game.mouseFence.bottom;
|
||||
if (_mouse.pos.x < _game.mouseFence.left)
|
||||
_mouse.pos.x = _game.mouseFence.left;
|
||||
if (_mouse.pos.x > _game.mouseFence.right)
|
||||
_mouse.pos.x = _game.mouseFence.right;
|
||||
if (_mouse.pos.y < _game.mouseFence.top)
|
||||
_mouse.pos.y = _game.mouseFence.top;
|
||||
if (_mouse.pos.y > _game.mouseFence.bottom)
|
||||
_mouse.pos.y = _game.mouseFence.bottom;
|
||||
|
||||
g_system->warpMouse(_mouse.x, _mouse.y);
|
||||
g_system->warpMouse(_mouse.pos.x, _mouse.pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -161,8 +125,8 @@ void AgiEngine::processEvents() {
|
|||
case Common::EVENT_RBUTTONUP:
|
||||
if (_game.mouseEnabled) {
|
||||
_mouse.button = kAgiMouseButtonUp;
|
||||
_mouse.x = event.mouse.x;
|
||||
_mouse.y = event.mouse.y;
|
||||
_mouse.pos.x = event.mouse.x;
|
||||
_mouse.pos.y = event.mouse.y;
|
||||
}
|
||||
break;
|
||||
case Common::EVENT_KEYDOWN:
|
||||
|
@ -347,6 +311,86 @@ int16 AgiEngine::getSpecialMenuControllerSlot() {
|
|||
return -1;
|
||||
}
|
||||
|
||||
bool AgiEngine::handleMouseClicks(uint16 &key) {
|
||||
// No mouse click? -> exit
|
||||
if (key != AGI_MOUSE_BUTTON_LEFT)
|
||||
return false;
|
||||
|
||||
Common::Rect displayLineRect(DISPLAY_WIDTH, FONT_DISPLAY_HEIGHT);
|
||||
int16 statusRow = _text->statusRow_Get();
|
||||
|
||||
displayLineRect.moveTo(0, statusRow * FONT_DISPLAY_HEIGHT);
|
||||
|
||||
if (displayLineRect.contains(_mouse.pos)) {
|
||||
if (getFlag(VM_FLAG_MENUS_WORK) && _menu->isAvailable()) {
|
||||
warning("click on status line -> menu TODO");
|
||||
// TODO: menu
|
||||
// This should be done in a better way as in simulate ESC key
|
||||
// Sierra seems to have hardcoded it in some way, but we would have to verify, what flags
|
||||
// they checked. The previous way wasn't accurate. Mouse support for menu is missing atm anyway.
|
||||
//if ((getflag(VM_FLAG_MENUS_WORK) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) {
|
||||
// newInputMode(INPUTMODE_MENU);
|
||||
// return true;
|
||||
//}
|
||||
key = 0; // eat event
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (_text->promptIsEnabled() && (!cycleInnerLoopIsActive()) ) {
|
||||
// Prompt is currently enabled, but no inner loop is active
|
||||
int16 promptRow = _text->promptRow_Get();
|
||||
|
||||
displayLineRect.moveTo(0, promptRow * FONT_DISPLAY_HEIGHT);
|
||||
|
||||
if (displayLineRect.contains(_mouse.pos)) {
|
||||
// and user clicked within the line of the prompt
|
||||
showPredictiveDialog();
|
||||
|
||||
key = 0; // eat event
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (cycleInnerLoopIsActive()) {
|
||||
// inner loop active, check what kind of loop it is. Then process / forward it
|
||||
switch (_game.cycleInnerLoopType) {
|
||||
case CYCLE_INNERLOOP_GETSTRING:
|
||||
case CYCLE_INNERLOOP_GETNUMBER: {
|
||||
// process in here
|
||||
int16 stringRow, stringColumn, stringMaxLen;
|
||||
|
||||
_text->stringPos_Get(stringRow, stringColumn);
|
||||
stringMaxLen = _text->stringGetMaxLen();
|
||||
|
||||
Common::Rect displayRect(stringMaxLen * FONT_DISPLAY_WIDTH, FONT_DISPLAY_HEIGHT);
|
||||
displayRect.moveTo(stringColumn * FONT_DISPLAY_WIDTH, stringRow * FONT_DISPLAY_HEIGHT);
|
||||
|
||||
if (displayRect.contains(_mouse.pos)) {
|
||||
// user clicked inside the input space
|
||||
showPredictiveDialog();
|
||||
|
||||
key = 0; // eat event
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case CYCLE_INNERLOOP_INVENTORY:
|
||||
// TODO: forward
|
||||
break;
|
||||
case CYCLE_INNERLOOP_MENU:
|
||||
// TODO: forward
|
||||
break;
|
||||
case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
|
||||
// TODO: forward
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AgiEngine::handleController(uint16 key) {
|
||||
ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
|
||||
|
||||
|
@ -407,51 +451,6 @@ bool AgiEngine::handleController(uint16 key) {
|
|||
}
|
||||
}
|
||||
|
||||
if (key == AGI_MOUSE_BUTTON_LEFT) {
|
||||
// call mouse when click is done on status bar
|
||||
// TODO
|
||||
// This should be done in a better way as in simulate ESC key
|
||||
// Sierra seems to have hardcoded it in some way, but we would have to verify, what flags
|
||||
// they checked. The previous way wasn't accurate. Mouse support for menu is missing atm anyway.
|
||||
//if ((getflag(VM_FLAG_MENUS_WORK) || (getFeatures() & GF_MENUS)) && _mouse.y <= CHAR_LINES) {
|
||||
// newInputMode(INPUTMODE_MENU);
|
||||
// return true;
|
||||
//}
|
||||
}
|
||||
|
||||
// Show predictive dialog if the user clicks on input area
|
||||
if (key == AGI_MOUSE_BUTTON_LEFT &&
|
||||
(int)_mouse.y >= _text->promptRow_Get() * FONT_DISPLAY_HEIGHT &&
|
||||
(int)_mouse.y <= (_text->promptRow_Get() + 1) * FONT_DISPLAY_HEIGHT) {
|
||||
GUI::PredictiveDialog _predictiveDialog;
|
||||
_predictiveDialog.runModal();
|
||||
#if 0
|
||||
strcpy(_predictiveResult, _predictiveDialog.getResult());
|
||||
if (strcmp(_predictiveResult, "")) {
|
||||
if (_game.inputMode == INPUTMODE_NONE) {
|
||||
for (int n = 0; _predictiveResult[n]; n++)
|
||||
keyEnqueue(_predictiveResult[n]);
|
||||
} else {
|
||||
//strcpy((char *)_game.inputBuffer, _predictiveResult);
|
||||
//handleKeys(KEY_ENTER);
|
||||
// TODO
|
||||
}
|
||||
}
|
||||
#endif
|
||||
/*
|
||||
if (predictiveDialog()) {
|
||||
if (_game.inputMode == INPUT_NONE) {
|
||||
for (int n = 0; _predictiveResult[n]; n++)
|
||||
keyEnqueue(_predictiveResult[n]);
|
||||
} else {
|
||||
strcpy((char *)_game.inputBuffer, _predictiveResult);
|
||||
handleKeys(KEY_ENTER);
|
||||
}
|
||||
}
|
||||
*/
|
||||
return true;
|
||||
}
|
||||
|
||||
int16 newDirection = 0;
|
||||
|
||||
switch (key) {
|
||||
|
@ -498,8 +497,8 @@ bool AgiEngine::handleController(uint16 key) {
|
|||
//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.x;
|
||||
int16 egoDestinationY = _mouse.y;
|
||||
int16 egoDestinationX = _mouse.pos.x;
|
||||
int16 egoDestinationY = _mouse.pos.y;
|
||||
adjustPosToGameScreen(egoDestinationX, egoDestinationY);
|
||||
|
||||
screenObjEgo->motionType = kMotionEgo;
|
||||
|
@ -534,6 +533,41 @@ bool AgiEngine::handleController(uint16 key) {
|
|||
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;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue