int AgiEngine::waitKey() { int key = 0; clearKeyQueue(); debugC(3, kDebugLevelInput, "waiting..."); while (!(shouldQuit() || _restartGame || getFlag(VM_FLAG_RESTORE_JUST_RAN))) { wait(10); key = doPollKeyboard(); if (key == AGI_KEY_ENTER || key == AGI_KEY_ESCAPE || key == AGI_MOUSE_BUTTON_LEFT) break; } return key; }
int AgiEngine::waitAnyKey() { int key = 0; clearKeyQueue(); debugC(3, kDebugLevelInput, "waiting... (any key)"); while (!(shouldQuit() || _restartGame)) { wait(10); key = doPollKeyboard(); if (key) break; } return key; }
int AgiEngine::waitAnyKey() { int key = 0; clearKeyQueue(); debugC(3, kDebugLevelInput, "waiting... (any key)"); while (!(shouldQuit() || _restartGame)) { pollTimer(); key = doPollKeyboard(); if (key) break; _gfx->doUpdate(); } // Have to clear it as original did not set this variable, and we do it in doPollKeyboard() _game.keypress = 0; return key; }
int AgiEngine::waitKey() { int key = 0; clearKeyQueue(); debugC(3, kDebugLevelInput, "waiting..."); while (!(shouldQuit() || _restartGame || getflag(fRestoreJustRan))) { pollTimer(); key = doPollKeyboard(); if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT) break; pollTimer(); updateTimer(); _gfx->doUpdate(); } // Have to clear it as original did not set this variable, and we do it in doPollKeyboard() // Fixes bug #2823759 _game.keypress = 0; return key; }
bool AgiEngine::predictiveDialog() { int key = 0, active = -1, lastactive = 0; bool rc = false; uint8 x; int y; int bx[17], by[17]; Common::String prefix; char temp[MAXWORDLEN + 1], repeatcount[MAXWORDLEN]; AgiBlock tmpwindow; bool navigationwithkeys = false; bool processkey; const char *buttonStr[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "0" }; const char *buttons[] = { "(1)'-.&", "(2)abc", "(3)def", "(4)ghi", "(5)jkl", "(6)mno", "(7)pqrs", "(8)tuv", "(9)wxyz", "(#)next", "add", "<", "Cancel", "OK", "Pre", "(0) ", NULL }; const int colors[] = { 15, 0, 15, 0, 15, 0, 15, 0, 15, 0, 15, 0, 15, 0, 15, 0, 15, 0, 15, 12, 15, 12, 15, 0, 15, 0, 15, 0, 14, 0, 15, 0, 0, 0 }; const char *modes[] = { "(*)Pre", "(*)123", "(*)Abc" }; // FIXME: Move this to a more appropriate place. if (!_predictiveDictText) { loadDict(); if (!_predictiveDictText) return false; } _predictiveDictActLine = NULL; uint8 numMatchingWords = 0; _predictiveDialogRunning = true; _system->setFeatureState(OSystem::kFeatureDisableKeyFiltering, true); memset(repeatcount, 0, sizeof(repeatcount)); // show the predictive dialog. // if another window is already in display, save its state into tmpwindow memset(&tmpwindow, 0, sizeof(tmpwindow)); tmpwindow.active = false; if (_game.window.active) memcpy(&tmpwindow, &(_game.window), sizeof(AgiBlock)); drawWindow(50, 40, 269, 159); _gfx->drawRectangle(62, 54, 249, 66, MSG_BOX_TEXT); _gfx->flushBlock(62, 54, 249, 66); bx[15] = 73; // Zero/space by[15] = 120; bx[9] = 110; // next by[9] = 120; bx[10] = 172; // add by[10] = 120; bx[14] = 200; // Mode by[14] = 120; bx[11] = 252; // Backspace by[11] = 57; bx[12] = 180; // Cancel by[12] = 140; bx[13] = 240; // OK by[13] = 140; x = 73; y = 75; for (int i = 0; i < 9; i++) { bx[i] = x; by[i] = y; x += 60; if (i % 3 == 2) { y += 15; x = 73; } } clearKeyQueue(); prefix.clear(); _currentCode.clear(); _currentWord.clear(); _wordNumber = 0; int mode = kModePre; bool needRefresh = true; for (;;) { if (needRefresh) { for (int i = 0; buttons[i]; i++) { int color1 = colors[i * 2]; int color2 = colors[i * 2 + 1]; if (i == 9 && !((mode != kModeAbc && _predictiveDictActLine && numMatchingWords > 1) || (mode == kModeAbc && _currentWord.size() && _currentWord.lastChar() != ' '))) { // Next color2 = 7; } // needs fixing, or remove it! bool _addIsActive = false; // FIXME: word adding is not implemented if (i == 10 && !_addIsActive) { // Add color2 = 7; } if (i == 14) { _gfx->drawDefaultStyleButton(bx[i], by[i], modes[mode], i == active, 0, color1, color2); } else { _gfx->drawDefaultStyleButton(bx[i], by[i], buttons[i], i == active, 0, color1, color2); } } Common::strlcpy(temp, prefix.c_str(), sizeof(temp)); Common::strlcat(temp, _currentWord.c_str(), sizeof(temp)); for (int i = prefix.size() + _currentCode.size(); i < MAXWORDLEN; i++) temp[i] = ' '; temp[MAXWORDLEN] = 0; printText(temp, 0, 8, 7, MAXWORDLEN, 15, 0); _gfx->flushBlock(62, 54, 249, 66); if (active >= 0 && !navigationwithkeys) { // provide visual feedback only when not navigating with the arrows // so that the user can see the active button. active = -1; needRefresh = true; } else needRefresh = false; _gfx->doUpdate(); } pollTimer(); key = doPollKeyboard(); processkey = false; switch (key) { case KEY_ENTER: if (navigationwithkeys) { // when the user has utilized arrow key navigation, // interpret enter as 'click' on the active button active = lastactive; } else { // else it is a shortcut for 'Ok' active = 13; } processkey = true; break; case KEY_ESCAPE: rc = false; goto getout; case BUTTON_LEFT: navigationwithkeys = false; for (int i = 0; buttons[i]; i++) { if (_gfx->testButton(bx[i], by[i], buttons[i])) { active = i; processkey = true; break; } } break; case KEY_BACKSPACE: active = 11; processkey = true; break; case '#': active = 9; processkey = true; break; case '*': active = 14; processkey = true; break; case 0x09: // Tab navigationwithkeys = true; debugC(3, kDebugLevelText, "Focus change"); lastactive = active = lastactive + 1; active %= ARRAYSIZE(buttons) - 1; needRefresh = true; break; case KEY_LEFT: navigationwithkeys = true; if (lastactive == 0 || lastactive == 3 || lastactive == 6) active = lastactive + 2; else if (lastactive == 9) active = 15; else if (lastactive == 11) active = 11; else if (lastactive == 12) active = 13; else if (lastactive == 14) active = 10; else active = lastactive - 1; lastactive = active; needRefresh = true; break; case KEY_RIGHT: navigationwithkeys = true; if (lastactive == 2 || lastactive == 5 || lastactive == 8) active = lastactive - 2; else if (lastactive == 10) active = 14; else if (lastactive == 11) active = 11; else if (lastactive == 13) active = 12; else if (lastactive == 15) active = 9; else active = lastactive + 1; lastactive = active; needRefresh = true; break; case KEY_UP: navigationwithkeys = true; if (lastactive <= 2) active = 11; else if (lastactive == 9 || lastactive == 10) active = lastactive - 2; else if (lastactive == 11) active = 13; else if (lastactive == 14) active = 8; else if (lastactive == 15) active = 6; else active = lastactive - 3; lastactive = active; needRefresh = true; break; case KEY_DOWN: navigationwithkeys = true; if (lastactive == 6) active = 15; else if (lastactive == 7 || lastactive == 8) active = lastactive + 2; else if (lastactive == 11) active = 0; else if (lastactive == 12 || lastactive == 13) active = 11; else if (lastactive == 14 || lastactive == 15) active = lastactive - 2; else active = lastactive + 3; lastactive = active; needRefresh = true; break; default: // handle numeric buttons if (key >= '1' && key <= '9') { active = key - '1'; processkey = true; } else if (key == '0') { active = 15; processkey = true; } break; } if (processkey) { if (active >= 0) { needRefresh = true; lastactive = active; if (active == 15 && mode != kModeNum) { // Space // bring MRU word at the top of the list when changing words if (mode == kModePre && _predictiveDictActLine && numMatchingWords > 1 && _wordNumber != 0) bringWordtoTop(_predictiveDictActLine, _wordNumber); strncpy(temp, _currentWord.c_str(), _currentCode.size()); temp[_currentCode.size()] = 0; prefix += temp; prefix += " "; _currentCode.clear(); _currentWord.clear(); numMatchingWords = 0; memset(repeatcount, 0, sizeof(repeatcount)); } else if (active < 9 || active == 11 || active == 15) { // number or backspace if (active == 11) { // backspace if (_currentCode.size()) { repeatcount[_currentCode.size() - 1] = 0; _currentCode.deleteLastChar(); } else { if (prefix.size()) prefix.deleteLastChar(); } } else if (prefix.size() + _currentCode.size() < MAXWORDLEN - 1) { // don't overflow the dialog line if (active == 15) { // zero _currentCode += buttonStr[9]; } else { _currentCode += buttonStr[active]; } } switch (mode) { case kModeNum: _currentWord = _currentCode; break; case kModePre: if (!matchWord() && _currentCode.size()) { _currentCode.deleteLastChar(); matchWord(); } numMatchingWords = countWordsInString(_predictiveDictActLine); break; case kModeAbc: for (x = 0; x < _currentCode.size(); x++) if (_currentCode[x] >= '1') temp[x] = buttons[_currentCode[x] - '1'][3 + repeatcount[x]]; temp[_currentCode.size()] = 0; _currentWord = temp; } } else if (active == 9) { // next if (mode == kModePre) { if (_predictiveDictActLine && numMatchingWords > 1) { _wordNumber = (_wordNumber + 1) % numMatchingWords; char tmp[MAXLINELEN]; strncpy(tmp, _predictiveDictActLine, MAXLINELEN); tmp[MAXLINELEN - 1] = 0; char *tok = strtok(tmp, " "); for (uint8 i = 0; i <= _wordNumber; i++) tok = strtok(NULL, " "); _currentWord = Common::String(tok, _currentCode.size()); } } else if (mode == kModeAbc){ x = _currentCode.size(); if (x) { if (_currentCode.lastChar() == '1' || _currentCode.lastChar() == '7' || _currentCode.lastChar() == '9') repeatcount[x - 1] = (repeatcount[x - 1] + 1) % 4; else repeatcount[x - 1] = (repeatcount[x - 1] + 1) % 3; if (_currentCode.lastChar() >= '1') _currentWord.setChar(buttons[_currentCode[x - 1] - '1'][3 + repeatcount[x - 1]], x-1); } } } else if (active == 10) { // add debug(0, "add"); } else if (active == 13) { // Ok // bring MRU word at the top of the list when ok'ed out of the dialog if (mode == kModePre && _predictiveDictActLine && numMatchingWords > 1 && _wordNumber != 0) bringWordtoTop(_predictiveDictActLine, _wordNumber); rc = true; goto press; } else if (active == 14) { // Mode mode++; if (mode > kModeAbc) mode = kModePre; // truncate current input at mode change strncpy(temp, _currentWord.c_str(), _currentCode.size()); temp[_currentCode.size()] = 0; prefix += temp; _currentCode.clear(); _currentWord.clear(); memset(repeatcount, 0, sizeof(repeatcount)); } else { goto press; } } } } press: Common::strlcpy(_predictiveResult, prefix.c_str(), sizeof(_predictiveResult)); Common::strlcat(_predictiveResult, _currentWord.c_str(), sizeof(_predictiveResult)); getout: // if another window was shown, bring it up again if (!tmpwindow.active) closeWindow(); else { _gfx->restoreBlock(_game.window.x1, _game.window.y1, _game.window.x2, _game.window.y2, _game.window.buffer); free(_game.window.buffer); memcpy(&(_game.window), &tmpwindow, sizeof(AgiBlock)); _gfx->doUpdate(); } _system->setFeatureState(OSystem::kFeatureDisableKeyFiltering, false); _predictiveDialogRunning = false; return rc; }
/** * Display a message box with buttons. * This function displays the specified message in a text box * centered in the screen and waits until a button is pressed. * @param p The text to be displayed * @param b NULL-terminated list of button labels */ int AgiEngine::selectionBox(const char *m, const char **b) { int numButtons = 0; int x, y, i, s; int key, active = 0; int rc = -1; int bx[5], by[5]; _noSaveLoadAllowed = true; _sprites->eraseBoth(); blitTextbox(m, -1, -1, -1); x = _game.window.x1 + 5 * CHAR_COLS / 2; y = _game.window.y2 - 5 * CHAR_LINES / 2; s = _game.window.x2 - _game.window.x1 + 1 - 5 * CHAR_COLS; debugC(3, kDebugLevelText, "selectionBox(): s = %d", s); // Automatically position buttons for (i = 0; b[i]; i++) { numButtons++; s -= CHAR_COLS * strlen(b[i]); } if (i > 1) { debugC(3, kDebugLevelText, "selectionBox(): s / %d = %d", i - 1, s / (i - 1)); s /= (i - 1); } else { x += s / 2; } for (i = 0; b[i]; i++) { bx[i] = x; by[i] = y; x += CHAR_COLS * strlen(b[i]) + s; } _sprites->blitBoth(); clearKeyQueue(); AllowSyntheticEvents on(this); debugC(4, kDebugLevelText, "selectionBox(): waiting..."); while (!(shouldQuit() || _restartGame)) { for (i = 0; b[i]; i++) _gfx->drawCurrentStyleButton(bx[i], by[i], b[i], i == active, false, i == 0); pollTimer(); key = doPollKeyboard(); switch (key) { case KEY_ENTER: rc = active; goto press; case KEY_ESCAPE: rc = -1; goto getout; case KEY_RIGHT: active++; if (active >= numButtons) active = 0; break; case KEY_LEFT: active--; if (active < 0) active = numButtons - 1; break; case BUTTON_LEFT: for (i = 0; b[i]; i++) { if (_gfx->testButton(bx[i], by[i], b[i])) { rc = active = i; goto press; } } break; case 0x09: // Tab debugC(3, kDebugLevelText, "selectionBox(): Focus change"); active++; active %= i; break; } _gfx->doUpdate(); } press: debugC(4, kDebugLevelText, "selectionBox(): Button pressed: %d", rc); getout: closeWindow(); debugC(2, kDebugLevelText, "selectionBox(): Result = %d", rc); _noSaveLoadAllowed = false; return rc; }
// If main_cycle returns false, don't process more events! int AgiEngine::mainCycle() { unsigned int key, kascii; VtEntry *v = &_game.viewTable[0]; pollTimer(); updateTimer(); key = doPollKeyboard(); // In AGI Mouse emulation mode we must update the mouse-related // vars in every interpreter cycle. // // We run AGIMOUSE always as a side effect if (getFeatures() & GF_AGIMOUSE || true) { _game.vars[28] = _mouse.x / 2; _game.vars[29] = _mouse.y; } if (key == KEY_PRIORITY) { _sprites->eraseBoth(); _debug.priority = !_debug.priority; _picture->showPic(); _sprites->blitBoth(); _sprites->commitBoth(); key = 0; } if (key == KEY_STATUSLN) { _debug.statusline = !_debug.statusline; writeStatus(); key = 0; } // Click-to-walk mouse interface if (_game.playerControl && v->flags & ADJ_EGO_XY) { int toX = v->parm1; int toY = v->parm2; // AGI Mouse games use ego's sprite's bottom left corner for mouse walking target. // Amiga games use ego's sprite's bottom center for mouse walking target. // TODO: Check what Atari ST AGI and Apple IIGS AGI use for mouse walking target. if (getPlatform() == Common::kPlatformAmiga) toX -= (v->xSize / 2); // Center ego's sprite horizontally // Adjust ego's sprite's mouse walking target position (These parameters are // controlled with the adj.ego.move.to.x.y-command). Note that these values rely // on the horizontal centering of the ego's sprite at least on the Amiga platform. toX += _game.adjMouseX; toY += _game.adjMouseY; v->direction = getDirection(v->xPos, v->yPos, toX, toY, v->stepSize); if (v->direction == 0) inDestination(v); } kascii = KEY_ASCII(key); if (kascii) setvar(vKey, kascii); process_key: switch (_game.inputMode) { case INPUT_NORMAL: if (!handleController(key)) { if (key == 0 || !_game.inputEnabled) break; handleKeys(key); // if ESC pressed, activate menu before // accept.input from the interpreter cycle // sets the input mode to normal again // (closes: #540856) if (key == KEY_ESCAPE) { key = 0; goto process_key; } // commented out to close Sarien bug #438872 //if (key) // _game.keypress = key; } break; case INPUT_GETSTRING: handleController(key); handleGetstring(key); setvar(vKey, 0); // clear ENTER key break; case INPUT_MENU: _menu->keyhandler(key); _gfx->doUpdate(); return false; case INPUT_NONE: handleController(key); if (key) _game.keypress = key; break; } _gfx->doUpdate(); if (_game.msgBoxTicks > 0) _game.msgBoxTicks--; return true; }
// We return the current key, or 0 if no key was pressed uint16 AgiEngine::processAGIEvents() { uint16 key; ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY]; wait(10); key = doPollKeyboard(); // In AGI Mouse emulation mode we must update the mouse-related // vars in every interpreter cycle. // // We run AGIMOUSE always as a side effect setVar(VM_VAR_MOUSE_X, _mouse.pos.x / 2); setVar(VM_VAR_MOUSE_Y, _mouse.pos.y); if (!cycleInnerLoopIsActive()) { // Click-to-walk mouse interface if (_game.playerControl && (screenObjEgo->flags & fAdjEgoXY)) { int toX = screenObjEgo->move_x; int toY = screenObjEgo->move_y; // AGI Mouse games use ego's sprite's bottom left corner for mouse walking target. // Amiga games use ego's sprite's bottom center for mouse walking target. // Atari ST and Apple II GS seem to use the bottom left if (getPlatform() == Common::kPlatformAmiga) toX -= (screenObjEgo->xSize / 2); // Center ego's sprite horizontally // Adjust ego's sprite's mouse walking target position (These parameters are // controlled with the adj.ego.move.to.x.y-command). Note that these values rely // on the horizontal centering of the ego's sprite at least on the Amiga platform. toX += _game.adjMouseX; toY += _game.adjMouseY; screenObjEgo->direction = getDirection(screenObjEgo->xPos, screenObjEgo->yPos, toX, toY, screenObjEgo->stepSize); if (screenObjEgo->direction == 0) inDestination(screenObjEgo); } } handleMouseClicks(key); if (!cycleInnerLoopIsActive()) { // no inner loop active at the moment, regular processing if (key) { if (!handleController(key)) { if (key) { // Only set VAR_KEY, when no controller/direction was detected setVar(VM_VAR_KEY, key & 0xFF); if (_text->promptIsEnabled()) { _text->promptKeyPress(key); } } } } if (_menu->delayedExecuteActive()) { _menu->execute(); } } else { // inner loop active // call specific workers switch (_game.cycleInnerLoopType) { case CYCLE_INNERLOOP_GETSTRING: // loop called from TextMgr::stringEdit() case CYCLE_INNERLOOP_GETNUMBER: if (key) { _text->stringKeyPress(key); } break; case CYCLE_INNERLOOP_INVENTORY: // loop called from InventoryMgr::show() if (key) { _inventory->keyPress(key); } break; case CYCLE_INNERLOOP_MENU_VIA_KEYBOARD: if (key) { _menu->keyPress(key); } break; case CYCLE_INNERLOOP_MENU_VIA_MOUSE: _menu->mouseEvent(key); break; case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT: if (key) { _systemUI->savedGameSlot_KeyPress(key); } break; case CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION: _systemUI->askForVerificationKeyPress(key); break; case CYCLE_INNERLOOP_MESSAGEBOX: if (key) { _text->messageBox_KeyPress(key); } break; default: break; } } _gfx->updateScreen(); return key; }
int AgiEngine::selectSlot() { int i, key, active = 0; int rc = -1; int hm = 1, vm = 3; // box margins int xmin, xmax, slotClicked; char desc[NUM_VISIBLE_SLOTS][40]; int textCenter, buttonLength, buttonX[2], buttonY; const char *buttonText[] = { " OK ", "Cancel", NULL }; _noSaveLoadAllowed = true; for (i = 0; i < NUM_VISIBLE_SLOTS; i++) { getSavegameDescription(_firstSlot + i, desc[i]); } textCenter = GFX_WIDTH / CHAR_LINES / 2; buttonLength = 6; buttonX[0] = (textCenter - 3 * buttonLength / 2) * CHAR_COLS; buttonX[1] = (textCenter + buttonLength / 2) * CHAR_COLS; buttonY = (vm + 17) * CHAR_LINES; for (i = 0; i < 2; i++) _gfx->drawCurrentStyleButton(buttonX[i], buttonY, buttonText[i], false, false, i == 0); AllowSyntheticEvents on(this); int oldFirstSlot = _firstSlot + 1; int oldActive = active + 1; while (!(shouldQuit() || _restartGame)) { int sbPos = 0; // Use the extreme scrollbar positions only if the extreme // slots are in sight. (We have to calculate this even if we // don't redraw the save slots, because it's also used for // clicking in the scrollbar. if (_firstSlot == 0) sbPos = 1; else if (_firstSlot == NUM_SLOTS - NUM_VISIBLE_SLOTS) sbPos = NUM_VISIBLE_SLOTS - 2; else { sbPos = 2 + (_firstSlot * (NUM_VISIBLE_SLOTS - 4)) / (NUM_SLOTS - NUM_VISIBLE_SLOTS - 1); if (sbPos >= NUM_VISIBLE_SLOTS - 3) sbPos = NUM_VISIBLE_SLOTS - 3; } if (oldFirstSlot != _firstSlot || oldActive != active) { char dstr[64]; for (i = 0; i < NUM_VISIBLE_SLOTS; i++) { sprintf(dstr, "[%2d. %-28.28s]", i + _firstSlot, desc[i]); printText(dstr, 0, hm + 1, vm + 4 + i, (40 - 2 * hm) - 1, i == active ? MSG_BOX_COLOR : MSG_BOX_TEXT, i == active ? MSG_BOX_TEXT : MSG_BOX_COLOR); } char upArrow[] = "^"; char downArrow[] = "v"; char scrollBar[] = " "; for (i = 1; i < NUM_VISIBLE_SLOTS - 1; i++) printText(scrollBar, 35, hm + 1, vm + 4 + i, 1, MSG_BOX_COLOR, 7, true); printText(upArrow, 35, hm + 1, vm + 4, 1, 8, 7); printText(downArrow, 35, hm + 1, vm + 4 + NUM_VISIBLE_SLOTS - 1, 1, 8, 7); printText(scrollBar, 35, hm + 1, vm + 4 + sbPos, 1, MSG_BOX_COLOR, MSG_BOX_TEXT); oldActive = active; oldFirstSlot = _firstSlot; } pollTimer(); key = doPollKeyboard(); // It may happen that somebody will open GMM while // this dialog is open, and load a game // We are processing it here, effectively jumping // out of the dead loop if (getflag(fRestoreJustRan)) { rc = -2; goto getout; } switch (key) { case KEY_ENTER: rc = active; strncpy(_game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN); goto press; case KEY_ESCAPE: rc = -1; goto getout; case BUTTON_LEFT: if (_gfx->testButton(buttonX[0], buttonY, buttonText[0])) { rc = active; strncpy(_game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN); goto press; } if (_gfx->testButton(buttonX[1], buttonY, buttonText[1])) { rc = -1; goto getout; } slotClicked = ((int)_mouse.y - 1) / CHAR_COLS - (vm + 4); xmin = (hm + 1) * CHAR_COLS; xmax = xmin + CHAR_COLS * 34; if ((int)_mouse.x >= xmin && (int)_mouse.x <= xmax) { if (slotClicked >= 0 && slotClicked < NUM_VISIBLE_SLOTS) active = slotClicked; } xmin = (hm + 36) * CHAR_COLS; xmax = xmin + CHAR_COLS; if ((int)_mouse.x >= xmin && (int)_mouse.x <= xmax) { if (slotClicked >= 0 && slotClicked < NUM_VISIBLE_SLOTS) { if (slotClicked == 0) keyEnqueue(KEY_UP); else if (slotClicked == NUM_VISIBLE_SLOTS - 1) keyEnqueue(KEY_DOWN); else if (slotClicked < sbPos) keyEnqueue(KEY_UP_RIGHT); else if (slotClicked > sbPos) keyEnqueue(KEY_DOWN_RIGHT); } } break; case KEY_DOWN: active++; if (active >= NUM_VISIBLE_SLOTS) { if (_firstSlot + NUM_VISIBLE_SLOTS < NUM_SLOTS) { _firstSlot++; for (i = 1; i < NUM_VISIBLE_SLOTS; i++) memcpy(desc[i - 1], desc[i], sizeof(desc[0])); getSavegameDescription(_firstSlot + NUM_VISIBLE_SLOTS - 1, desc[NUM_VISIBLE_SLOTS - 1]); } active = NUM_VISIBLE_SLOTS - 1; } break; case KEY_UP: active--; if (active < 0) { active = 0; if (_firstSlot > 0) { _firstSlot--; for (i = NUM_VISIBLE_SLOTS - 1; i > 0; i--) memcpy(desc[i], desc[i - 1], sizeof(desc[0])); getSavegameDescription(_firstSlot, desc[0]); } } break; // Page Up/Down and mouse wheel scrolling all leave 'active' // unchanged so that a visible slot will remain selected. case WHEEL_DOWN: if (_firstSlot < NUM_SLOTS - NUM_VISIBLE_SLOTS) { _firstSlot++; for (i = 1; i < NUM_VISIBLE_SLOTS; i++) memcpy(desc[i - 1], desc[i], sizeof(desc[0])); getSavegameDescription(_firstSlot + NUM_VISIBLE_SLOTS - 1, desc[NUM_VISIBLE_SLOTS - 1]); } break; case WHEEL_UP: if (_firstSlot > 0) { _firstSlot--; for (i = NUM_VISIBLE_SLOTS - 1; i > 0; i--) memcpy(desc[i], desc[i - 1], sizeof(desc[0])); getSavegameDescription(_firstSlot, desc[0]); } break; case KEY_DOWN_RIGHT: // This is probably triggered by Page Down. _firstSlot += NUM_VISIBLE_SLOTS; if (_firstSlot > NUM_SLOTS - NUM_VISIBLE_SLOTS) { _firstSlot = NUM_SLOTS - NUM_VISIBLE_SLOTS; } for (i = 0; i < NUM_VISIBLE_SLOTS; i++) getSavegameDescription(_firstSlot + i, desc[i]); break; case KEY_UP_RIGHT: // This is probably triggered by Page Up. _firstSlot -= NUM_VISIBLE_SLOTS; if (_firstSlot < 0) { _firstSlot = 0; } for (i = 0; i < NUM_VISIBLE_SLOTS; i++) getSavegameDescription(_firstSlot + i, desc[i]); break; } _gfx->doUpdate(); } press: debugC(8, kDebugLevelMain | kDebugLevelInput, "Button pressed: %d", rc); getout: closeWindow(); _noSaveLoadAllowed = false; return rc; }