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authorAndrei Karas <akaras@inbox.ru>2012-04-03 23:09:23 +0300
committerAndrei Karas <akaras@inbox.ru>2012-04-03 23:09:23 +0300
commit933791ef82d6a4566b15c25cf1db2762f4716a87 (patch)
treef603318581518a2a49d868c75282988d52e6058d /src/inputmanager.cpp
parente848a47b6ceb86cb2a40d094d608b791aff674e6 (diff)
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Move some input handling code from game to inputmanager.
Diffstat (limited to 'src/inputmanager.cpp')
-rw-r--r--src/inputmanager.cpp66
1 files changed, 65 insertions, 1 deletions
diff --git a/src/inputmanager.cpp b/src/inputmanager.cpp
index f57a48b30..5e30f3894 100644
--- a/src/inputmanager.cpp
+++ b/src/inputmanager.cpp
@@ -28,20 +28,84 @@
#include "gui/gui.h"
#include "gui/inventorywindow.h"
#include "gui/npcdialog.h"
+#include "gui/npcpostdialog.h"
#include "gui/setup.h"
+#include "gui/textdialog.h"
#include "gui/tradewindow.h"
+#include <guichan/exception.hpp>
#include <guichan/focushandler.hpp>
#include "debug.h"
InputManager inputManager;
+extern QuitDialog *quitDialog;
+
InputManager::InputManager()
{
}
-bool InputManager::handleKeyEvent(SDL_Event &event)
+bool InputManager::handleEvent(const SDL_Event &event)
+{
+ if (event.type == SDL_KEYDOWN)
+ {
+ if (setupWindow && setupWindow->isVisible() &&
+ keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
+ {
+ keyboard.setNewKey(event);
+ keyboard.callbackNewKey();
+ keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE);
+ return true;
+ }
+
+ // send straight to gui for certain windows
+ if (quitDialog || TextDialog::isActive() ||
+ NpcPostDialog::isActive())
+ {
+ try
+ {
+ if (guiInput)
+ guiInput->pushInput(event);
+ if (gui)
+ gui->handleInput();
+ }
+ catch (const gcn::Exception &e)
+ {
+ const char* err = e.getMessage().c_str();
+ logger->log("Warning: guichan input exception: %s", err);
+ }
+ return true;
+ }
+ }
+
+ try
+ {
+ if (guiInput)
+ guiInput->pushInput(event);
+ }
+ catch (const gcn::Exception &e)
+ {
+ const char *err = e.getMessage().c_str();
+ logger->log("Warning: guichan input exception: %s", err);
+ }
+ if (gui)
+ {
+ bool res = gui->handleInput();
+ if (res && event.type == SDL_KEYDOWN)
+ return true;
+ }
+
+ if (event.type == SDL_KEYDOWN)
+ {
+ if (handleKeyEvent(event))
+ return true;
+ }
+
+ return false;
+}
+
+bool InputManager::handleKeyEvent(const SDL_Event &event)
{
return keyboard.triggerAction(event);
}