1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
|
/*
* The ManaPlus Client
* Copyright (C) 2012-2014 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* 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
* any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INPUT_INPUTMANAGER_H
#define INPUT_INPUTMANAGER_H
#include "events/inputevent.h"
#include "input/keydata.h"
#include <string>
#include <map>
#include <SDL_events.h>
const unsigned int KeyFunctionSize = 3;
class Setup_Input;
struct KeyItem final
{
KeyItem() :
type(-1), value(-1)
{ }
KeyItem(const int type0, const int value0) :
type(type0), value(value0)
{ }
int type;
int value;
};
struct KeyFunction final
{
KeyItem values[KeyFunctionSize];
};
enum KeyCondition
{
COND_DEFAULT = 1, // default condition
COND_ENABLED = 2, // keyboard must be enabled
COND_NOINPUT = 4, // input items must be unfocused
COND_NOAWAY = 8, // player not in away mode
COND_NOSETUP = 16, // setup window is hidde
COND_VALIDSPEED = 32, // valid speed
COND_NOMODAL = 64, // modal windows inactive
COND_NONPCINPUT = 128, // npc input field inactive
COND_EMODS = 256, // game modifiers enabled
COND_NOTARGET = 512, // no target/untarget keys
// pressed
COND_NOFOLLOW = 1024, // follow mode disabled
COND_INGAME = 2048, // game must be started
COND_NOBUYSELL = 4096, // no active buy or sell dialogs
COND_NONPCDIALOG = 8192, // no active npc dialog or
// dialog almost closed
COND_NOTALKING = 16384, // player have no opened
// dialogs what prevent moving
COND_SHORTCUT = 2 + 4 + 16 + 512 + 2048, // flags for shortcut keys
COND_SHORTCUT0 = 2 + 4 + 16 + 512, // flags for shortcut keys
COND_GAME = 2 + 4 + 8 + 16 + 64 + 2048, // main game key
COND_GAME2 = 2 + 8 + 16 + 64 + 2048,
COND_ARROWKEYS = 2 + 8 + 16 + 64 + 2048 + 4096 + 16384
};
class InputManager final
{
public:
InputManager();
A_DELETE_COPY(InputManager)
void init();
bool handleEvent(const SDL_Event &event);
bool checkKey(const KeyData *const key) const A_WARN_UNUSED;
void retrieve();
void store() const;
void resetKeys();
void makeDefault(const int i);
bool hasConflicts(int &restrict key1,
int &restrict key2) const A_WARN_UNUSED;
void callbackNewKey();
KeyFunction &getKey(int index) A_WARN_UNUSED;
std::string getKeyValueString(const int index) const A_WARN_UNUSED;
std::string getKeyStringLong(const int index) const A_WARN_UNUSED;
std::string getKeyValueByName(const std::string &keyName);
void addActionKey(const int action, const int type, const int val);
void setNewKey(const SDL_Event &event, const int type);
void unassignKey();
bool isActionActive(const int index) const A_WARN_UNUSED;
/**
* Set the index of the new key to be assigned.
*/
void setNewKeyIndex(const int value)
{ mNewKeyIndex = value; }
/**
* Set a reference to the key setup window.
*/
void setSetupInput(Setup_Input *const setupInput)
{ mSetupInput = setupInput; }
/**
* Get the index of the new key to be assigned.
*/
int getNewKeyIndex() const A_WARN_UNUSED
{ return mNewKeyIndex; }
void updateKeyActionMap(KeyToActionMap &actionMap,
KeyToIdMap &idMap, KeyTimeMap &keyTimeMap,
const int type) const;
bool invokeKey(const KeyData *const key, const int keyNum);
bool handleAssignKey(const SDL_Event &event, const int type);
static void handleRepeat();
bool triggerAction(const KeysVector *const ptrs);
int getKeyIndex(const int value, const int grp,
const int type) const A_WARN_UNUSED;
static void update();
void updateConditionMask();
int getActionByKey(const SDL_Event &event) const A_WARN_UNUSED;
void executeAction(const int keyNum);
protected:
void resetKey(const int i);
static bool isActionActive0(const int index) A_WARN_UNUSED;
Setup_Input *mSetupInput; /**< Reference to setup window */
int mNewKeyIndex; /**< Index of new key to be assigned */
int mMask;
std::map<std::string, int> mNameMap;
KeyFunction mKey[Input::KEY_TOTAL]; /**< Pointer to all the key data */
};
extern InputManager inputManager;
#endif // INPUT_INPUTMANAGER_H
|