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/*
* Custom keyboard shortcuts configuration
* Copyright (C) 2007 Joshua Langley <joshlangley@optusnet.com.au>
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <guichan/sdl/sdlinput.hpp>
#include "configuration.h"
#include "keyboardconfig.h"
#include "log.h"
#include "gui/setup_keyboard.h"
struct KeyData
{
const char *configField;
int defaultValue;
const char *caption;
};
// keyData must be in same order as enum keyAction.
static KeyData const keyData[KeyboardConfig::KEY_TOTAL] = {
{"keyMoveUp", SDLK_UP, "Move Up"},
{"keyMoveDown", SDLK_DOWN, "Move Down"},
{"keyMoveLeft", SDLK_LEFT, "Move Left"},
{"keyMoveRight", SDLK_RIGHT, "Move Right"},
{"keyAttack", SDLK_LCTRL, "Attack"},
{"keySmilie", SDLK_LALT, "Smilie"},
{"keyTalk", SDLK_t, "Talk"},
{"keyTarget", SDLK_LSHIFT, "Stop Attack"},
{"keyTargetClosest", SDLK_a, "Target Closest"},
{"keyTargetNPC", SDLK_n, "Target NPC"},
{"keyTargetPlayer", SDLK_q, "Target Player"},
{"keyPickup", SDLK_z, "Pickup"},
{"keyHideWindows", SDLK_h, "Hide Windows"},
{"keyBeingSit", SDLK_s, "Sit"},
{"keyShortcut1", SDLK_1, "Item Shortcut 1"},
{"keyShortcut2", SDLK_2, "Item Shortcut 2"},
{"keyShortcut3", SDLK_3, "Item Shortcut 3"},
{"keyShortcut4", SDLK_4, "Item Shortcut 4"},
{"keyShortcut5", SDLK_5, "Item Shortcut 5"},
{"keyShortcut6", SDLK_6, "Item Shortcut 6"},
{"keyShortcut7", SDLK_7, "Item Shortcut 7"},
{"keyShortcut8", SDLK_8, "Item Shortcut 8"},
{"keyShortcut9", SDLK_9, "Item Shortcut 9"},
{"keyShortcut10", SDLK_0, "Item Shortcut 10"},
{"keyShortcut11", SDLK_MINUS, "Item Shortcut 11"},
{"keyShortcut12", SDLK_EQUALS, "Item Shortcut 12"},
{"keyWindowStatus", SDLK_F2, "Status Window"},
{"keyWindowInventory", SDLK_F3, "Inventory Window"},
{"keyWindowEquipment", SDLK_F4, "Equipment WIndow"},
{"keyWindowSkill", SDLK_F5, "Skill Window"},
{"keyWindowMinimap", SDLK_F6, "Minimap Window"},
{"keyWindowChat", SDLK_F7, "Chat Window"},
{"keyWindowShortcut", SDLK_F8, "Item Shortcut Window"},
{"keyWindowSetup", SDLK_F9, "Setup Window"},
{"keyWindowDebug", SDLK_F10, "Debug Window"},
{"keyWindowEmote", SDLK_F11, "Emote Window"},
{"keyWindowEmoteBar", SDLK_F12, "Emote Shortcut Window"},
{"keyEmoteShortcut1", SDLK_1, "Emote Shortcut 1"},
{"keyEmoteShortcut2", SDLK_2, "Emote Shortcut 2"},
{"keyEmoteShortcut3", SDLK_3, "Emote Shortcut 3"},
{"keyEmoteShortcut4", SDLK_4, "Emote Shortcut 4"},
{"keyEmoteShortcut5", SDLK_5, "Emote Shortcut 5"},
{"keyEmoteShortcut6", SDLK_6, "Emote Shortcut 6"},
{"keyEmoteShortcut7", SDLK_7, "Emote Shortcut 7"},
{"keyEmoteShortcut8", SDLK_8, "Emote Shortcut 8"},
{"keyEmoteShortcut9", SDLK_9, "Emote Shortcut 9"},
{"keyEmoteShortcut10", SDLK_0, "Emote Shortcut 10"},
{"keyEmoteShortcut11", SDLK_MINUS, "Emote Shortcut 11"},
{"keyEmoteShortcut12", SDLK_EQUALS, "Emote Shortcut 12"}
};
void KeyboardConfig::init()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
mKey[i].configField = keyData[i].configField;
mKey[i].defaultValue = keyData[i].defaultValue;
mKey[i].caption = keyData[i].caption;
mKey[i].value = KEY_NO_VALUE;
}
mNewKeyIndex = KEY_NO_VALUE;
mEnabled = true;
retrieve();
}
void KeyboardConfig::retrieve()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
mKey[i].value = (int) config.getValue(
mKey[i].configField, mKey[i].defaultValue);
}
}
void KeyboardConfig::store()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
config.setValue(mKey[i].configField, mKey[i].value);
}
}
void KeyboardConfig::makeDefault()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
mKey[i].value = mKey[i].defaultValue;
}
}
bool KeyboardConfig::hasConflicts()
{
int i, j;
/**
* No need to parse the square matrix: only check one triangle
* that's enough to detect conflicts
*/
for (i = 0; i < KEY_TOTAL; i++)
{
for (j = i, j++; j < KEY_TOTAL; j++)
{
// Allow for item shortcut and emote keys to overlap, but no other keys
if (!(((i >= KEY_SHORTCUT_1) && (i <= KEY_SHORTCUT_12)) &&
((j >= KEY_EMOTE_1) && (j <= KEY_EMOTE_12)))
&& mKey[i].value == mKey[j].value
)
{
return true;
}
}
}
return false;
}
void KeyboardConfig::callbackNewKey()
{
mSetupKey->newKeyCallback(mNewKeyIndex);
}
int KeyboardConfig::getKeyIndex(int keyValue) const
{
for (int i = 0; i < KEY_TOTAL; i++)
{
if (keyValue == mKey[i].value)
{
return i;
}
}
return KEY_NO_VALUE;
}
int KeyboardConfig::getKeyEmoteOffset(int keyValue) const
{
for (int i = KEY_EMOTE_1; i <= KEY_EMOTE_12; i++)
{
if (keyValue == mKey[i].value)
{
return 1 + i - KEY_EMOTE_1;
}
}
return 0;
}
bool KeyboardConfig::isKeyActive(int index)
{
return mActiveKeys[ mKey[index].value];
}
void KeyboardConfig::refreshActiveKeys()
{
mActiveKeys = SDL_GetKeyState(NULL);
}
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