Пример #1
0
reg_t kGetEvent(EngineState *s, int argc, reg_t *argv) {
	int mask = argv[0].toUint16();
	reg_t obj = argv[1];
	SciEvent curEvent;
	int modifier_mask = getSciVersion() <= SCI_VERSION_01 ? SCI_KEYMOD_ALL : SCI_KEYMOD_NO_FOOLOCK;
	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);
	}

	// If there's a simkey pending, and the game wants a keyboard event, use the
	// simkey instead of a normal event
	if (g_debug_simulated_key && (mask & SCI_EVENT_KEYBOARD)) {
		// In case we use a simulated event we query the current mouse position
		mousePos = g_sci->_gfxCursor->getPosition();
#ifdef ENABLE_SCI32
		if (getSciVersion() >= SCI_VERSION_2_1_EARLY)
			g_sci->_gfxCoordAdjuster->fromDisplayToScript(mousePos.y, mousePos.x);
#endif
		// Limit the mouse cursor position, if necessary
		g_sci->_gfxCursor->refreshPosition();

		writeSelectorValue(segMan, obj, SELECTOR(type), SCI_EVENT_KEYBOARD); // Keyboard event
		writeSelectorValue(segMan, obj, SELECTOR(message), g_debug_simulated_key);
		writeSelectorValue(segMan, obj, SELECTOR(modifiers), SCI_KEYMOD_NUMLOCK); // Numlock on
		writeSelectorValue(segMan, obj, SELECTOR(x), mousePos.x);
		writeSelectorValue(segMan, obj, SELECTOR(y), mousePos.y);
		g_debug_simulated_key = 0;
		return make_reg(0, 1);
	}
	
	curEvent = g_sci->getEventManager()->getSciEvent(mask);

	if (s->_delayedRestoreGame) {
		// delayed restore game from ScummVM menu got triggered
		gamestate_delayedrestore(s);
		return NULL_REG;
	}

	// For a real event we use its associated mouse position
	mousePos = curEvent.mousePos;
#ifdef ENABLE_SCI32
	if (getSciVersion() >= SCI_VERSION_2_1_EARLY)
		g_sci->_gfxCoordAdjuster->fromDisplayToScript(mousePos.y, mousePos.x);
#endif
	// Limit the mouse cursor position, if necessary
	g_sci->_gfxCursor->refreshPosition();

	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)) {
			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
	modifiers = curEvent.modifiers & modifier_mask;
	if (g_sci->getPlatform() == Common::kPlatformDOS) {
		// 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.
		if (getSciVersion() <= SCI_VERSION_01) {
			modifiers |= 0x0200;
		}
	}

	//s->_gui->moveCursor(s->gfx_state->pointer_pos.x, s->gfx_state->pointer_pos.y);

	switch (curEvent.type) {
	case SCI_EVENT_QUIT:
		s->abortScriptProcessing = kAbortQuitGame; // Terminate VM
		g_sci->_debugState.seeking = kDebugSeekNothing;
		g_sci->_debugState.runningStep = 0;
		break;

	case SCI_EVENT_KEYBOARD:
		writeSelectorValue(segMan, obj, SELECTOR(type), SCI_EVENT_KEYBOARD); // Keyboard event
		s->r_acc = make_reg(0, 1);

		writeSelectorValue(segMan, obj, SELECTOR(message), curEvent.character);
		// We only care about the translated character
		writeSelectorValue(segMan, obj, SELECTOR(modifiers), modifiers);
		break;

	case SCI_EVENT_MOUSE_RELEASE:
	case SCI_EVENT_MOUSE_PRESS:

		// track left buttton clicks, if requested
		if (curEvent.type == SCI_EVENT_MOUSE_PRESS && curEvent.data == 1 && g_debug_track_mouse_clicks) {
			g_sci->getSciDebugger()->debugPrintf("Mouse clicked at %d, %d\n",
						mousePos.x, mousePos.y);
		}

		if (mask & curEvent.type) {
			int extra_bits = 0;

			switch (curEvent.data) {
			case 2:
				extra_bits = SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT;
				break;
			case 3:
				extra_bits = SCI_KEYMOD_CTRL;
			default:
				break;
			}
			modifiers |= extra_bits; // add these additional bits to the mix

			writeSelectorValue(segMan, obj, SELECTOR(type), curEvent.type);
			writeSelectorValue(segMan, obj, SELECTOR(message), 0);
			writeSelectorValue(segMan, obj, SELECTOR(modifiers), modifiers);
			s->r_acc = make_reg(0, 1);
		}
		break;

	default:
		// Return a null event
		writeSelectorValue(segMan, obj, SELECTOR(type), SCI_EVENT_NONE);
		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;

		// 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 SCI_EVENT_QUIT:
			con->debugPrintf("quit event\n");
			break;
		case SCI_EVENT_KEYBOARD:
			con->debugPrintf("keyboard event\n");
			break;
		case SCI_EVENT_MOUSE_RELEASE:
		case SCI_EVENT_MOUSE_PRESS:
			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) {
		// 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 {
		g_system->delayMillis(10);
	}

	return s->r_acc;
}
Пример #2
0
SciEvent EventManager::getScummVMEvent() {
	SciEvent input = { SCI_EVENT_NONE, 0, 0, 0, Common::Point(0, 0) };
	SciEvent noEvent = { SCI_EVENT_NONE, 0, 0, 0, Common::Point(0, 0) };

	Common::EventManager *em = g_system->getEventManager();
	Common::Event ev;

	bool found = em->pollEvent(ev);

	// Don't generate events for mouse movement
	while (found && ev.type == Common::EVENT_MOUSEMOVE)
		found = em->pollEvent(ev);

	// Save the mouse position
	//
	// We call getMousePos of the event manager here, since we also want to
	// store the mouse position in case of keyboard events, which do not feature
	// any mouse position information itself.
	// This should be safe, since the mouse position in the event manager should
	// only be updated when a mouse related event has been taken from the queue
	// via pollEvent.
	// We also adjust the position based on the scaling of the screen.
	Common::Point mousePos = em->getMousePos();
	g_sci->_gfxScreen->adjustBackUpscaledCoordinates(mousePos.y, mousePos.x);

	noEvent.mousePos = input.mousePos = mousePos;

	if (!found || ev.type == Common::EVENT_MOUSEMOVE) {
		int modifiers = em->getModifierState();
		noEvent.modifiers =
			((modifiers & Common::KBD_ALT) ? SCI_KEYMOD_ALT : 0) |
			((modifiers & Common::KBD_CTRL) ? SCI_KEYMOD_CTRL : 0) |
			((modifiers & Common::KBD_SHIFT) ? SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT : 0);

		return noEvent;
	}
	if (ev.type == Common::EVENT_QUIT) {
		input.type = SCI_EVENT_QUIT;
		return input;
	}

	// Handle mouse events
	for (int i = 0; i < ARRAYSIZE(mouseEventMappings); i++) {
		if (mouseEventMappings[i].commonType == ev.type) {
			input.type = mouseEventMappings[i].sciType;
			input.data = mouseEventMappings[i].data;
			return input;
		}
	}

	// If we reached here, make sure that it's a keydown event
	if (ev.type != Common::EVENT_KEYDOWN)
		return noEvent;

	// Check for Control-D (debug console)
	if (ev.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_SHIFT) && ev.kbd.keycode == Common::KEYCODE_d) {
		// Open debug console
		Console *con = g_sci->getSciDebugger();
		con->attach();
		return noEvent;
	}

	// Process keyboard events

	int modifiers = em->getModifierState();
	bool numlockOn = (ev.kbd.flags & Common::KBD_NUM);

	input.data = ev.kbd.keycode;
	input.character = ev.kbd.ascii;
	input.type = SCI_EVENT_KEYBOARD;

	input.modifiers =
		((modifiers & Common::KBD_ALT) ? SCI_KEYMOD_ALT : 0) |
		((modifiers & Common::KBD_CTRL) ? SCI_KEYMOD_CTRL : 0) |
		((modifiers & Common::KBD_SHIFT) ? SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT : 0);

	// Caps lock and Scroll lock have been removed, cause we already handle upper
	// case keys ad Scroll lock doesn't seem to be used anywhere
		//((ev.kbd.flags & Common::KBD_CAPS) ? SCI_KEYMOD_CAPSLOCK : 0) |
		//((ev.kbd.flags & Common::KBD_SCRL) ? SCI_KEYMOD_SCRLOCK : 0) |

	if ((input.character) && (input.character <= 0xFF)) {
		// Directly accept most common keys without conversion
		if ((input.character >= 0x80) && (input.character <= 0xFF)) {
			// If there is no extended font, we will just clear the
			// current event.
			// Sierra SCI actually accepted those characters, but
			// didn't display them inside text edit controls because
			// the characters were missing inside the font(s).
			// We filter them out for non-multilingual games because
			// of that.
			if (!_fontIsExtended)
				return noEvent;
			// Convert 8859-1 characters to DOS (cp850/437) for
			// multilingual SCI01 games
			input.character = codepagemap_88591toDOS[input.character & 0x7f];
		}
		if (input.data == Common::KEYCODE_TAB) {
			input.character = input.data = SCI_KEY_TAB;
			if (modifiers & Common::KBD_SHIFT)
				input.character = SCI_KEY_SHIFT_TAB;
		}
		if (input.data == Common::KEYCODE_DELETE)
			input.data = input.character = SCI_KEY_DELETE;
	} else if ((input.data >= Common::KEYCODE_F1) && input.data <= Common::KEYCODE_F10) {
		// SCI_K_F1 == 59 << 8
		// SCI_K_SHIFT_F1 == 84 << 8
		input.character = input.data = SCI_KEY_F1 + ((input.data - Common::KEYCODE_F1)<<8);
		if (modifiers & Common::KBD_SHIFT)
			input.character = input.data + 0x1900;
	} else {
		// Special keys that need conversion
		for (int i = 0; i < ARRAYSIZE(keyMappings); i++) {
			if (keyMappings[i].scummVMKey == ev.kbd.keycode) {
				input.character = input.data = numlockOn ? keyMappings[i].sciKeyNumlockOn : keyMappings[i].sciKeyNumlockOff;
				break;
			}
		}
	}

	// When Ctrl AND Alt are pressed together with a regular key, Linux will give us control-key, Windows will give
	//  us the actual key. My opinion is that windows is right, because under DOS the keys worked the same, anyway
	//  we support the other case as well
	if ((modifiers & Common::KBD_ALT) && input.character > 0 && input.character < 27)
		input.character += 96; // 0x01 -> 'a'

	// Scancodify if appropriate
	if (modifiers & Common::KBD_ALT)
		input.character = altify(input.character);
	if (getSciVersion() <= SCI_VERSION_1_MIDDLE && (modifiers & Common::KBD_CTRL) && input.character > 0 && input.character < 27)
		input.character += 96; // 0x01 -> 'a'

	// If no actual key was pressed (e.g. if only a modifier key was pressed),
	// ignore the event
	if (!input.character)
		return noEvent;

	return input;
}
Пример #3
0
reg_t kGetEvent(EngineState *s, int funct_nr, int argc, reg_t *argv) {
	int mask = argv[0].toUint16();
	reg_t obj = argv[1];
	sci_event_t e;
	int oldx, oldy;
	int modifier_mask = s->_version <= SCI_VERSION_0 ? SCI_EVM_ALL : SCI_EVM_NO_FOOLOCK;

	if (s->kernel_opt_flags & KERNEL_OPT_FLAG_GOT_2NDEVENT) {
		// Penalty time- too many requests to this function without waiting!
		int delay = s->script_000->locals_block->_locals[SCI_VARIABLE_GAME_SPEED].offset;
		gfxop_sleep(s->gfx_state, delay * 1000 / 60);
	}

	// If there's a simkey pending, and the game wants a keyboard event, use the
	// simkey instead of a normal event
	if (g_debug_simulated_key && (mask & SCI_EVT_KEYBOARD)) {
		PUT_SEL32V(obj, type, SCI_EVT_KEYBOARD); // Keyboard event
		PUT_SEL32V(obj, message, g_debug_simulated_key);
		PUT_SEL32V(obj, modifiers, SCI_EVM_NUMLOCK); // Numlock on
		PUT_SEL32V(obj, x, s->gfx_state->pointer_pos.x);
		PUT_SEL32V(obj, y, s->gfx_state->pointer_pos.y);
		g_debug_simulated_key = 0;
		return make_reg(0, 1);
	}

	oldx = s->gfx_state->pointer_pos.x;
	oldy = s->gfx_state->pointer_pos.y;
	e = gfxop_get_event(s->gfx_state, mask);

	s->parser_event = NULL_REG; // Invalidate parser event

	PUT_SEL32V(obj, x, s->gfx_state->pointer_pos.x);
	PUT_SEL32V(obj, y, s->gfx_state->pointer_pos.y);

	//gfxop_set_pointer_position(s->gfx_state, Common::Point(s->gfx_state->pointer_pos.x, s->gfx_state->pointer_pos.y));

	if (e.type)
		s->kernel_opt_flags &= ~(KERNEL_OPT_FLAG_GOT_EVENT | KERNEL_OPT_FLAG_GOT_2NDEVENT);
	else {
		if (s->kernel_opt_flags & KERNEL_OPT_FLAG_GOT_EVENT)
			s->kernel_opt_flags |= KERNEL_OPT_FLAG_GOT_2NDEVENT;
		else
			s->kernel_opt_flags |= KERNEL_OPT_FLAG_GOT_EVENT;
	}

	switch (e.type) {
	case SCI_EVT_QUIT:
		quit_vm();
		break;

	case SCI_EVT_KEYBOARD:
		if ((e.buckybits & SCI_EVM_LSHIFT) && (e.buckybits & SCI_EVM_RSHIFT) && (e.data == '-')) {
			printf("Debug mode activated\n");
			scriptState.seeking = kDebugSeekNothing;
			scriptState.runningStep = 0;
		} else if ((e.buckybits & SCI_EVM_CTRL) && (e.data == '`')) {
			printf("Debug mode activated\n");
			scriptState.seeking = kDebugSeekNothing;
			scriptState.runningStep = 0;
		} else {
			PUT_SEL32V(obj, type, SCI_EVT_KEYBOARD); // Keyboard event
			s->r_acc = make_reg(0, 1);
			PUT_SEL32V(obj, message, e.character);
			// We only care about the translated
			// character
			PUT_SEL32V(obj, modifiers, e.buckybits&modifier_mask);
		}
		break;

	case SCI_EVT_MOUSE_RELEASE:
	case SCI_EVT_MOUSE_PRESS: {
		int extra_bits = 0;

		// track left buttton clicks, if requested
		if (e.type == SCI_EVT_MOUSE_PRESS && e.data == 1 && g_debug_track_mouse_clicks) {
			((SciEngine *)g_engine)->getSciDebugger()->DebugPrintf("Mouse clicked at %d, %d\n", 
						s->gfx_state->pointer_pos.x, s->gfx_state->pointer_pos.y);
		}

		if (mask & e.type) {
			switch (e.data) {
			case 2:
				extra_bits = SCI_EVM_LSHIFT | SCI_EVM_RSHIFT;
				break;
			case 3:
				extra_bits = SCI_EVM_CTRL;
			default:
				break;
			}

			PUT_SEL32V(obj, type, e.type);
			PUT_SEL32V(obj, message, 1);
			PUT_SEL32V(obj, modifiers, (e.buckybits | extra_bits)&modifier_mask);
			s->r_acc = make_reg(0, 1);
		}
		break;
	}

	default:
		s->r_acc = NULL_REG; // Unknown or no event
	}

	if ((s->r_acc.offset) && (scriptState.stopOnEvent)) {
		scriptState.stopOnEvent = false;

		// A SCI event occured, and we have been asked to stop, so open the debug console
		Console *con = ((Sci::SciEngine*)g_engine)->getSciDebugger();
		con->DebugPrintf("SCI event occured: ");
		switch (e.type) {
		case SCI_EVT_QUIT:
			con->DebugPrintf("quit event\n");
			break;
		case SCI_EVT_KEYBOARD:
			con->DebugPrintf("keyboard event\n");
			break;
		case SCI_EVT_MOUSE_RELEASE:
		case SCI_EVT_MOUSE_PRESS:
			con->DebugPrintf("mouse click event\n");
			break;
		default:
			con->DebugPrintf("unknown or no event (event type %d)\n", e.type);
		}

		con->attach();
		con->onFrame();
	}

	return s->r_acc;
}
Пример #4
0
SciEvent EventManager::getScummVMEvent() {
#ifdef ENABLE_SCI32
	SciEvent input = { SCI_EVENT_NONE, 0, 0, Common::Point(), Common::Point() };
	SciEvent noEvent = { SCI_EVENT_NONE, 0, 0, Common::Point(), Common::Point() };
#else
	SciEvent input = { SCI_EVENT_NONE, 0, 0, Common::Point() };
	SciEvent noEvent = { SCI_EVENT_NONE, 0, 0, Common::Point() };
#endif

	Common::EventManager *em = g_system->getEventManager();
	Common::Event ev;

	bool found = em->pollEvent(ev);

	// Don't generate events for mouse movement
	while (found && ev.type == Common::EVENT_MOUSEMOVE)
		found = em->pollEvent(ev);

	// Save the mouse position
	//
	// We call getMousePos of the event manager here, since we also want to
	// store the mouse position in case of keyboard events, which do not feature
	// any mouse position information itself.
	// This should be safe, since the mouse position in the event manager should
	// only be updated when a mouse related event has been taken from the queue
	// via pollEvent.
	// We also adjust the position based on the scaling of the screen.
	Common::Point mousePos = em->getMousePos();

#if ENABLE_SCI32
	if (getSciVersion() >= SCI_VERSION_2) {
		Buffer &screen = g_sci->_gfxFrameout->getCurrentBuffer();

		Common::Point mousePosSci = mousePos;
		mulru(mousePosSci, Ratio(screen.scriptWidth, screen.screenWidth), Ratio(screen.scriptHeight, screen.screenHeight));
		noEvent.mousePosSci = input.mousePosSci = mousePosSci;
	} else {
#endif
		g_sci->_gfxScreen->adjustBackUpscaledCoordinates(mousePos.y, mousePos.x);
#if ENABLE_SCI32
	}
#endif

	noEvent.mousePos = input.mousePos = mousePos;

	if (!found || ev.type == Common::EVENT_MOUSEMOVE) {
		int modifiers = em->getModifierState();
		noEvent.modifiers =
			((modifiers & Common::KBD_ALT) ? SCI_KEYMOD_ALT : 0) |
			((modifiers & Common::KBD_CTRL) ? SCI_KEYMOD_CTRL : 0) |
			((modifiers & Common::KBD_SHIFT) ? SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT : 0);

		return noEvent;
	}
	if (ev.type == Common::EVENT_QUIT) {
		input.type = SCI_EVENT_QUIT;
		return input;
	}

	int scummVMKeyFlags;

	switch (ev.type) {
	case Common::EVENT_KEYDOWN:
	case Common::EVENT_KEYUP:
		// Use keyboard modifiers directly in case this is a keyboard event
		scummVMKeyFlags = ev.kbd.flags;
		break;
	default:
		// Otherwise get them from EventManager
		scummVMKeyFlags = em->getModifierState();
		break;
	}

	input.modifiers =
		((scummVMKeyFlags & Common::KBD_ALT) ? SCI_KEYMOD_ALT : 0) |
		((scummVMKeyFlags & Common::KBD_CTRL) ? SCI_KEYMOD_CTRL : 0) |
		((scummVMKeyFlags & Common::KBD_SHIFT) ? SCI_KEYMOD_LSHIFT | SCI_KEYMOD_RSHIFT : 0);
		// Caps lock and Scroll lock have been removed, cause we already handle upper
		// case keys and Scroll lock doesn't seem to be used anywhere
		//((ourModifiers & Common::KBD_CAPS) ? SCI_KEYMOD_CAPSLOCK : 0) |
		//((ourModifiers & Common::KBD_SCRL) ? SCI_KEYMOD_SCRLOCK : 0) |

	// Handle mouse events
	for (int i = 0; i < ARRAYSIZE(mouseEventMappings); i++) {
		if (mouseEventMappings[i].commonType == ev.type) {
			input.type = mouseEventMappings[i].sciType;
			// Sierra passed keyboard modifiers for mouse events, too.

			// Sierra also set certain modifiers within their mouse interrupt handler
			// This whole thing was probably meant for people using a mouse, that only featured 1 button
			// So the user was able to press Ctrl and click the mouse button to create a right click.
			switch (ev.type) {
			case Common::EVENT_RBUTTONDOWN: // right button
			case Common::EVENT_RBUTTONUP:
				input.modifiers |= (SCI_KEYMOD_RSHIFT | SCI_KEYMOD_LSHIFT); // this value was hardcoded in the mouse interrupt handler
				break;
			case Common::EVENT_MBUTTONDOWN: // middle button
			case Common::EVENT_MBUTTONUP:
				input.modifiers |= SCI_KEYMOD_CTRL; // this value was hardcoded in the mouse interrupt handler
				break;
			default:
				break;
			}
			return input;
		}
	}

	// If we reached here, make sure that it's a keydown event
	if (ev.type != Common::EVENT_KEYDOWN)
		return noEvent;

	// Check for Control-Shift-D (debug console)
	if (ev.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_SHIFT) && ev.kbd.keycode == Common::KEYCODE_d) {
		// Open debug console
		Console *con = g_sci->getSciDebugger();
		con->attach();
		return noEvent;
	}

	// Process keyboard events

	bool numlockOn = (ev.kbd.flags & Common::KBD_NUM);

	Common::KeyCode scummVMKeycode = ev.kbd.keycode;

	input.character = ev.kbd.ascii;
	input.type = SCI_EVENT_KEYBOARD;

	if (scummVMKeycode >= Common::KEYCODE_KP0 && scummVMKeycode <= Common::KEYCODE_KP9) {
		if (!(scummVMKeyFlags & Common::KBD_NUM)) {
			// HACK: Num-Lock not enabled
			// We shouldn't get a valid ascii code in these cases. We fix it here, so that cursor keys
			// on the numpad work properly.
			input.character = 0;
		}
	}

	if ((input.character) && (input.character <= 0xFF)) {
		// Directly accept most common keys without conversion
		if ((input.character >= 0x80) && (input.character <= 0xFF)) {
			// If there is no extended font, we will just clear the
			// current event.
			// Sierra SCI actually accepted those characters, but
			// didn't display them inside text edit controls because
			// the characters were missing inside the font(s).
			// We filter them out for non-multilingual games because
			// of that.
			if (!_fontIsExtended)
				return noEvent;
			// Convert 8859-1 characters to DOS (cp850/437) for
			// multilingual SCI01 games
			input.character = codePageMap88591ToDOS[input.character & 0x7f];
		}
		if (scummVMKeycode == Common::KEYCODE_TAB) {
			input.character = SCI_KEY_TAB;
			if (scummVMKeyFlags & Common::KBD_SHIFT)
				input.character = SCI_KEY_SHIFT_TAB;
		}
		if (scummVMKeycode == Common::KEYCODE_DELETE)
			input.character = SCI_KEY_DELETE;
	} else if ((scummVMKeycode >= Common::KEYCODE_F1) && scummVMKeycode <= Common::KEYCODE_F10) {
		// SCI_K_F1 == 59 << 8
		// SCI_K_SHIFT_F1 == 84 << 8
		if (!(scummVMKeyFlags & Common::KBD_SHIFT))
			input.character = SCI_KEY_F1 + ((scummVMKeycode - Common::KEYCODE_F1)<<8);
		else
			input.character = SCI_KEY_SHIFT_F1 + ((scummVMKeycode - Common::KEYCODE_F1)<<8);
	} else {
		// Special keys that need conversion
		for (int i = 0; i < ARRAYSIZE(keyMappings); i++) {
			if (keyMappings[i].scummVMKey == scummVMKeycode) {
				input.character = numlockOn ? keyMappings[i].sciKeyNumlockOn : keyMappings[i].sciKeyNumlockOff;
				break;
			}
		}
	}

	// When Ctrl AND Alt are pressed together with a regular key, Linux will give us control-key, Windows will give
	//  us the actual key. My opinion is that windows is right, because under DOS the keys worked the same, anyway
	//  we support the other case as well
	if ((scummVMKeyFlags & Common::KBD_ALT) && input.character > 0 && input.character < 27)
		input.character += 96; // 0x01 -> 'a'

	// Scancodify if appropriate
	if (scummVMKeyFlags & Common::KBD_ALT)
		input.character = altify(input.character);
	if (getSciVersion() <= SCI_VERSION_1_MIDDLE && (scummVMKeyFlags & Common::KBD_CTRL) && input.character > 0 && input.character < 27)
		input.character += 96; // 0x01 -> 'a'
#ifdef ENABLE_SCI32
	if (getSciVersion() >= SCI_VERSION_2 && (scummVMKeyFlags & Common::KBD_CTRL) && input.character == 'c') {
		input.character = SCI_KEY_ETX;
	}
#endif

	// If no actual key was pressed (e.g. if only a modifier key was pressed),
	// ignore the event
	if (!input.character)
		return noEvent;

	return input;
}