AGI: implement predictive dialog

This commit is contained in:
Martin Kiewitz 2016-02-01 01:34:36 +01:00
parent 73242aa5bc
commit c28e101cdb
6 changed files with 193 additions and 127 deletions

View file

@ -231,8 +231,7 @@ struct gameIdList {
struct Mouse {
int button;
int x;
int y;
Common::Point pos;
};
// Used by AGI Mouse protocol 1.0 for v27 (i.e. button pressed -variable).
@ -942,7 +941,12 @@ public:
void cleanKeyboard();
int16 getSpecialMenuControllerSlot();
bool handleMouseClicks(uint16 &key);
bool handleController(uint16 key);
bool showPredictiveDialog();
uint16 agiGetKeypress();
int waitKey();
int waitAnyKey();

View file

@ -206,8 +206,8 @@ int AgiEngine::mainCycle(bool onlyCheckForEvents) {
//
// We run AGIMOUSE always as a side effect
//if (getFeatures() & GF_AGIMOUSE) {
setVar(VM_VAR_MOUSE_X, _mouse.x / 2);
setVar(VM_VAR_MOUSE_Y, _mouse.y);
setVar(VM_VAR_MOUSE_X, _mouse.pos.x / 2);
setVar(VM_VAR_MOUSE_Y, _mouse.pos.y);
//}
switch (_game.inputMode) {
@ -245,21 +245,27 @@ int AgiEngine::mainCycle(bool onlyCheckForEvents) {
setVar(VM_VAR_KEY, keyAscii);
}
handleMouseClicks(key);
if (!cycleInnerLoopIsActive()) {
// no inner loop active at the moment, regular processing
switch (_game.inputMode) {
case INPUTMODE_NORMAL:
if (!handleController(key)) {
if (key == 0 || (!_text->promptIsEnabled()))
break;
_text->promptCharPress(key);
if (key) {
if (!handleController(key)) {
if ((key) && (_text->promptIsEnabled())) {
_text->promptCharPress(key);
}
}
}
break;
case INPUTMODE_NONE:
handleController(key);
if (key)
_game.keypress = key;
if (key) {
handleController(key);
if (key) {
_game.keypress = key;
}
}
break;
default:
break;
@ -274,7 +280,6 @@ int AgiEngine::mainCycle(bool onlyCheckForEvents) {
switch (_game.cycleInnerLoopType) {
case CYCLE_INNERLOOP_GETSTRING: // loop called from TextMgr::stringEdit()
case CYCLE_INNERLOOP_GETNUMBER:
//handleController(key);
if (key) {
_text->stringCharPress(key);
}

View file

@ -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;

View file

@ -1851,8 +1851,7 @@ void cmdConfigureScreen(AgiGame *state, uint8 *parameter) {
uint16 promptRow = parameter[1];
uint16 statusRow = parameter[2];
state->_vm->_text->configureScreen(lineMinPrint);
textMgr->configureScreen(lineMinPrint);
textMgr->statusRow_Set(statusRow);
textMgr->promptRow_Set(promptRow);
}
@ -2256,8 +2255,8 @@ void cmdPushScript(AgiGame *state, uint8 *parameter) {
// We run AGIMOUSE always as a side effect
//if (getFeatures() & GF_AGIMOUSE || true) {
vm->setVar(VM_VAR_MOUSE_BUTTONSTATE, state->_vm->_mouse.button);
vm->setVar(VM_VAR_MOUSE_X, state->_vm->_mouse.x / 2);
vm->setVar(VM_VAR_MOUSE_Y, state->_vm->_mouse.y);
vm->setVar(VM_VAR_MOUSE_X, vm->_mouse.pos.x / 2);
vm->setVar(VM_VAR_MOUSE_Y, vm->_mouse.pos.y);
/*} else {
if (getVersion() >= 0x2915) {
debug(0, "push.script");
@ -2277,8 +2276,8 @@ void cmdMousePosn(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 destVarNr1 = parameter[0];
uint16 destVarNr2 = parameter[1];
int16 mouseX = state->_vm->_mouse.x;
int16 mouseY = state->_vm->_mouse.y;
int16 mouseX = vm->_mouse.pos.x;
int16 mouseY = vm->_mouse.pos.y;
state->_vm->adjustPosToGameScreen(mouseX, mouseY);

View file

@ -64,6 +64,8 @@ TextMgr::TextMgr(AgiEngine *vm, Words *words, GfxMgr *gfx) {
promptDisable();
promptReset();
_inputStringRow = 0;
_inputStringColumn = 0;
_inputStringMaxLen = 0;
_inputStringCursorPos = 0;
_inputString[0] = 0;
@ -107,16 +109,21 @@ void TextMgr::charPos_Set(int16 row, int16 column) {
_textPos.column = column;
}
void TextMgr::charPos_Get(TextPos_Struct *posPtr) {
posPtr->row = _textPos.row;
posPtr->column = _textPos.column;
}
void TextMgr::charPos_Set(TextPos_Struct *posPtr) {
_textPos.row = posPtr->row;
_textPos.column = posPtr->column;
}
void TextMgr::charPos_Get(int16 &row, int16 &column) {
row = _textPos.row;
column = _textPos.column;
}
void TextMgr::charPos_Get(TextPos_Struct *posPtr) {
posPtr->row = _textPos.row;
posPtr->column = _textPos.column;
}
void TextMgr::charPos_Push() {
if (_textPosArrayCount < TEXTPOSARRAY_MAX) {
charPos_Get(&_textPosArray[_textPosArrayCount]);
@ -735,9 +742,21 @@ void TextMgr::stringSet(const char *text) {
_inputString[sizeof(_inputString) - 1] = 0; // terminator
}
void TextMgr::stringPos_Get(int16 &row, int16 &column) {
row = _inputStringRow;
column = _inputStringColumn;
}
int16 TextMgr::stringGetMaxLen() {
return _inputStringMaxLen;
}
void TextMgr::stringEdit(int16 stringMaxLen) {
int16 inputStringLen = strlen((const char *)_inputString);
// Remember current position for predictive dialog
_inputStringRow = _textPos.row;
_inputStringColumn = _textPos.column;
// Caller can set the input string
_inputStringCursorPos = 0;
while (_inputStringCursorPos < inputStringLen) {

View file

@ -107,8 +107,9 @@ public:
void charPos_Clip(int16 &row, int16 &column);
void charPos_Set(int16 row, int16 column);
void charPos_Get(TextPos_Struct *posPtr);
void charPos_Set(TextPos_Struct *posPtr);
void charPos_Get(int16 &row, int16 &column);
void charPos_Get(TextPos_Struct *posPtr);
void charPos_Push();
void charPos_Pop();
void charPos_SetInsideWindow(int16 windowRow, int16 windowColumn);
@ -181,12 +182,16 @@ public:
void promptClear(); // for AGI1
void promptRememberForAutoComplete(bool entered = false); // for auto-completion
int16 _inputStringRow;
int16 _inputStringColumn;
bool _inputStringEntered;
int16 _inputStringMaxLen;
int16 _inputStringCursorPos;
byte _inputString[42];
bool stringWasEntered();
void stringPos_Get(int16 &row, int16 &column);
int16 stringGetMaxLen();
void stringSet(const char *text);
void stringEdit(int16 stringMaxLen);
void stringCharPress(int16 newChar);