/* * 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/>. */ #include "input/inputmanager.h" #include "configuration.h" #include "game.h" #include "touchmanager.h" #include "input/joystick.h" #include "input/keyboardconfig.h" #include "input/keyboarddata.h" #include "input/keysortfunctor.h" #include "being/localplayer.h" #ifdef USE_SDL2 #include "input/multitouchmanager.h" #endif #include "gui/gui.h" #include "gui/sdlinput.h" #include "gui/widgets/tabs/setup_input.h" #include "gui/windows/buydialog.h" #include "gui/windows/chatwindow.h" #include "gui/windows/inventorywindow.h" #include "gui/windows/npcdialog.h" #include "gui/windows/npcpostdialog.h" #include "gui/windows/selldialog.h" #include "gui/windows/setupwindow.h" #include "gui/windows/textdialog.h" #include "gui/windows/tradewindow.h" #include "utils/timer.h" #include "gui/focushandler.h" #include <algorithm> #include "debug.h" InputManager inputManager; class QuitDialog; extern QuitDialog *quitDialog; namespace { KeySortFunctor keyDataSorter; } // namespace InputManager::InputManager() : mSetupInput(nullptr), mNewKeyIndex(Input::KEY_NO_VALUE), mMask(1), mNameMap() { } void InputManager::init() { for (unsigned int i = 0; i < Input::KEY_TOTAL; i++) { KeyFunction &kf = mKey[i]; for (unsigned int f = 0; f < KeyFunctionSize; f ++) { KeyItem &ki = kf.values[f]; ki.type = InputType::UNKNOWN; ki.value = -1; } } mNewKeyIndex = Input::KEY_NO_VALUE; resetKeys(); retrieve(); update(); } void InputManager::update() { keyboard.update(); if (joystick) joystick->update(); } void InputManager::retrieve() { for (int i = 0; i < Input::KEY_TOTAL; i++) { #ifdef USE_SDL2 const std::string cf = std::string("sdl2") + keyData[i].configField; #else const std::string cf = keyData[i].configField; #endif if (!cf.empty()) { mNameMap[cf] = i; KeyFunction &kf = mKey[i]; const std::string keyStr = config.getValue(cf, ""); const size_t keyStrSize = keyStr.size(); if (keyStr.empty()) continue; StringVect keys; splitToStringVector(keys, keyStr, ','); unsigned int i2 = 0; for (StringVectCIter it = keys.begin(), it_end = keys.end(); it != it_end && i2 < KeyFunctionSize; ++ it) { std::string keyStr2 = *it; if (keyStrSize < 2) continue; int type = InputType::KEYBOARD; if ((keyStr2[0] < '0' || keyStr2[0] > '9') && keyStr2[0] != '-') { switch (keyStr2[0]) { case 'm': type = InputType::MOUSE; break; case 'j': type = InputType::JOYSTICK; break; default: break; } keyStr2 = keyStr2.substr(1); } const int key = atoi(keyStr2.c_str()); if (key >= -255 && key < SDLK_LAST) { kf.values[i2] = KeyItem(type, key); i2 ++; } } } } } void InputManager::store() const { for (int i = 0; i < Input::KEY_TOTAL; i++) { #ifdef USE_SDL2 const std::string cf = std::string("sdl2") + keyData[i].configField; #else const std::string cf = keyData[i].configField; #endif if (!cf.empty()) { std::string keyStr; const KeyFunction &kf = mKey[i]; for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++) { const KeyItem &key = kf.values[i2]; if (key.type != InputType::UNKNOWN) { std::string tmp("k"); switch (key.type) { case InputType::MOUSE: tmp = "m"; break; case InputType::JOYSTICK: tmp = "j"; break; default: break; } if (key.value != -1) { if (keyStr.empty()) { keyStr.append(tmp).append(toString(key.value)); } else { keyStr.append(strprintf(",%s%d", tmp.c_str(), key.value)); } } } } if (keyStr.empty()) keyStr = "-1"; config.setValue(cf, keyStr); } } } void InputManager::resetKey(const int i) { KeyFunction &key = mKey[i]; for (size_t i2 = 1; i2 < KeyFunctionSize; i2 ++) { KeyItem &ki2 = key.values[i2]; ki2.type = InputType::UNKNOWN; ki2.value = -1; } const KeyData &kd = keyData[i]; KeyItem &val0 = key.values[0]; val0.type = kd.defaultType1; KeyItem &val1 = key.values[1]; val1.type = kd.defaultType2; #ifdef USE_SDL2 if (kd.defaultType1 == InputType::KEYBOARD) val0.value = SDL_GetScancodeFromKey(kd.defaultValue1); else val0.value = kd.defaultValue1; if (kd.defaultType2 == InputType::KEYBOARD) val1.value = SDL_GetScancodeFromKey(kd.defaultValue2); else val1.value = kd.defaultValue2; #else val0.value = kd.defaultValue1; val1.value = kd.defaultValue2; #endif } void InputManager::resetKeys() { for (int i = 0; i < Input::KEY_TOTAL; i++) resetKey(i); } void InputManager::makeDefault(const int i) { if (i >= 0 && i < Input::KEY_TOTAL) { resetKey(i); update(); } } bool InputManager::hasConflicts(int &restrict key1, int &restrict key2) const { /** * No need to parse the square matrix: only check one triangle * that's enough to detect conflicts */ for (int i = 0; i < Input::KEY_TOTAL; i++) { const KeyData &kdi = keyData[i]; if (!*kdi.configField) continue; const KeyFunction &ki = mKey[i]; for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++) { const KeyItem &vali2 = ki.values[i2]; if (vali2.value == Input::KEY_NO_VALUE) continue; size_t j; for (j = i, j++; j < Input::KEY_TOTAL; j++) { if ((kdi.grp & keyData[j].grp) == 0 || !*kdi.configField) continue; for (size_t j2 = 0; j2 < KeyFunctionSize; j2 ++) { const KeyItem &valj2 = mKey[j].values[j2]; // Allow for item shortcut and emote keys to overlap // as well as emote and ignore keys, but no other keys if (valj2.type != InputType::UNKNOWN && vali2.value == valj2.value && vali2.type == valj2.type) { key1 = static_cast<int>(i); key2 = static_cast<int>(j); return true; } } } } } return false; } void InputManager::callbackNewKey() { mSetupInput->newKeyCallback(mNewKeyIndex); } bool InputManager::isActionActive(const int index) const { if (!isActionActive0(index)) return false; const KeyData &key = keyData[index]; // logger->log("isActionActive mask=%d, condition=%d, index=%d", // mMask, key.condition, index); if ((key.condition & mMask) != key.condition) return false; return true; } bool InputManager::isActionActive0(const int index) { if (keyboard.isActionActive(index)) return true; if (joystick && joystick->isActionActive(index)) return true; return touchManager.isActionActive(index); } KeyFunction &InputManager::getKey(int index) { if (index < 0 || index >= Input::KEY_TOTAL) index = 0; return mKey[index]; } std::string InputManager::getKeyStringLong(const int index) const { std::string keyStr; const KeyFunction &ki = mKey[index]; for (size_t i = 0; i < KeyFunctionSize; i ++) { const KeyItem &key = ki.values[i]; std::string str; if (key.type == InputType::KEYBOARD) { if (key.value >= 0) { str = keyboard.getKeyName(key.value); } else if (key.value < -1) { // TRANSLATORS: long key name. must be short. str = strprintf(_("key_%d"), -key.value); } } else if (key.type == InputType::JOYSTICK) { // TRANSLATORS: long joystick button name. must be short. str = strprintf(_("JButton%d"), key.value + 1); } if (!str.empty()) { if (keyStr.empty()) keyStr = str; else keyStr.append(", ").append(str); } } if (keyStr.empty()) { // TRANSLATORS: unknown long key type return _("unknown key"); } return keyStr; } std::string InputManager::getKeyValueString(const int index) const { std::string keyStr; const KeyFunction &ki = mKey[index]; for (size_t i = 0; i < KeyFunctionSize; i ++) { const KeyItem &key = ki.values[i]; std::string str; if (key.type == InputType::KEYBOARD) { if (key.value >= 0) { str = keyboard.getKeyShortString( keyboard.getKeyName(key.value)); } else if (key.value < -1) { // TRANSLATORS: short key name. must be very short. str = strprintf(_("key_%d"), -key.value); } } else if (key.type == InputType::JOYSTICK) { // TRANSLATORS: short joystick button name. muse be very short str = strprintf(_("JB%d"), key.value + 1); } if (!str.empty()) { if (keyStr.empty()) keyStr = str; else keyStr.append(" ").append(str); } } if (keyStr.empty()) { // TRANSLATORS: unknown short key type. must be short return _("u key"); } return keyStr; } std::string InputManager::getKeyValueByName(const std::string &keyName) { const std::map<std::string, int>::const_iterator it = mNameMap.find(keyName); if (it == mNameMap.end()) return std::string(); return getKeyValueString((*it).second); } void InputManager::addActionKey(const int action, const int type, const int val) { if (action < 0 || action >= Input::KEY_TOTAL) return; int idx = -1; KeyFunction &key = mKey[action]; for (size_t i = 0; i < KeyFunctionSize; i ++) { const KeyItem &val2 = key.values[i]; if (val2.type == InputType::UNKNOWN || (val2.type == type && val2.value == val)) { idx = static_cast<int>(i); break; } } if (idx == -1) { for (size_t i = 1; i < KeyFunctionSize; i ++) { KeyItem &val1 = key.values[i - 1]; KeyItem &val2 = key.values[i]; val1.type = val2.type; val1.value = val2.value; } idx = KeyFunctionSize - 1; } key.values[idx] = KeyItem(type, val); } void InputManager::setNewKey(const SDL_Event &event, const int type) { int val = -1; if (type == InputType::KEYBOARD) val = KeyboardConfig::getKeyValueFromEvent(event); else if (type == InputType::JOYSTICK && joystick) val = joystick->getButtonFromEvent(event); if (val != -1) { addActionKey(mNewKeyIndex, type, val); update(); } } void InputManager::unassignKey() { KeyFunction &key = mKey[mNewKeyIndex]; for (size_t i = 0; i < KeyFunctionSize; i ++) { KeyItem &val = key.values[i]; val.type = InputType::UNKNOWN; val.value = -1; } update(); } bool InputManager::handleAssignKey(const SDL_Event &event, const int type) { if (setupWindow && setupWindow->isWindowVisible() && getNewKeyIndex() > Input::KEY_NO_VALUE) { setNewKey(event, type); callbackNewKey(); setNewKeyIndex(Input::KEY_NO_VALUE); return true; } return false; } bool InputManager::handleEvent(const SDL_Event &event) { switch (event.type) { case SDL_KEYDOWN: { keyboard.refreshActiveKeys(); updateConditionMask(); if (handleAssignKey(event, InputType::KEYBOARD)) return true; keyboard.handleActicateKey(event); // send straight to gui for certain windows if (quitDialog || TextDialog::isActive() || NpcPostDialog::isActive()) { if (guiInput) guiInput->pushInput(event); if (gui) gui->handleInput(); return true; } break; } case SDL_KEYUP: { keyboard.refreshActiveKeys(); updateConditionMask(); keyboard.handleDeActicateKey(event); break; } case SDL_JOYBUTTONDOWN: { updateConditionMask(); // joystick.handleActicateButton(event); if (handleAssignKey(event, InputType::JOYSTICK)) return true; break; } case SDL_JOYBUTTONUP: { updateConditionMask(); // joystick.handleDeActicateButton(event); break; } #ifdef USE_SDL2 case SDL_FINGERDOWN: multiTouchManager.handleFingerDown(event); break; case SDL_FINGERUP: multiTouchManager.handleFingerUp(event); break; #else #ifdef ANDROID case SDL_ACCELEROMETER: { break; } #endif #endif default: break; } if (guiInput) guiInput->pushInput(event); if (gui) { const bool res = gui->handleInput(); if (res && event.type == SDL_KEYDOWN) return true; } switch (event.type) { case SDL_KEYDOWN: if (triggerAction(keyboard.getActionVector(event))) return true; break; case SDL_JOYBUTTONDOWN: if (joystick && joystick->validate()) { if (triggerAction(joystick->getActionVector(event))) return true; } break; #ifdef ANDROID #ifndef USE_SDL2 case SDL_ACCELEROMETER: { break; } #endif #endif default: break; } return false; } void InputManager::handleRepeat() { const int time = tick_time; keyboard.handleRepeat(time); if (joystick) joystick->handleRepeat(time); } void InputManager::updateConditionMask() { mMask = 1; if (keyboard.isEnabled()) mMask |= COND_ENABLED; if ((!chatWindow || !chatWindow->isInputFocused()) && !NpcDialog::isAnyInputFocused() && !InventoryWindow::isAnyInputFocused() && (!tradeWindow || !tradeWindow->isInpupFocused())) { mMask |= COND_NOINPUT; } if (!BuyDialog::isActive() && !SellDialog::isActive()) mMask |= COND_NOBUYSELL; if (!player_node || !player_node->getAway()) mMask |= COND_NOAWAY; if (!setupWindow || !setupWindow->isWindowVisible()) mMask |= COND_NOSETUP; if (Game::instance() && Game::instance()->getValidSpeed()) mMask |= COND_VALIDSPEED; if (gui && !gui->getFocusHandler()->getModalFocused()) mMask |= COND_NOMODAL; const NpcDialog *const dialog = NpcDialog::getActive(); if (!dialog || !dialog->isTextInputFocused()) mMask |= COND_NONPCINPUT; if (!dialog || dialog->isCloseState()) { mMask |= COND_NONPCDIALOG; if (!InventoryWindow::isStorageActive()) mMask |= COND_NOTALKING; } if (!player_node || !player_node->getDisableGameModifiers()) mMask |= COND_EMODS; if (!isActionActive0(Input::KEY_STOP_ATTACK) && !isActionActive0(Input::KEY_UNTARGET)) { mMask |= COND_NOTARGET; } if (Game::instance()) mMask |= COND_INGAME; if (!player_node || player_node->getFollow().empty()) mMask |= COND_NOFOLLOW; } bool InputManager::checkKey(const KeyData *const key) const { // logger->log("checkKey mask=%d, condition=%d", mMask, key->condition); if (!key || (key->condition & mMask) != key->condition) return false; return (key->modKeyIndex == Input::KEY_NO_VALUE || isActionActive0(key->modKeyIndex)); } bool InputManager::invokeKey(const KeyData *const key, const int keyNum) { // no validation to keyNum because it validated in caller if (checkKey(key)) { InputEvent evt(keyNum, mMask); ActionFuncPtr func = *(keyData[keyNum].action); if (func && func(evt)) return true; } return false; } void InputManager::executeAction(const int keyNum) { if (keyNum < 0 || keyNum >= Input::KEY_TOTAL) return; InputEvent evt(keyNum, mMask); ActionFuncPtr func = *(keyData[keyNum].action); if (func) func(evt); } void InputManager::updateKeyActionMap(KeyToActionMap &actionMap, KeyToIdMap &idMap, KeyTimeMap &keyTimeMap, const int type) const { actionMap.clear(); keyTimeMap.clear(); for (size_t i = 0; i < Input::KEY_TOTAL; i ++) { const KeyFunction &key = mKey[i]; const KeyData &kd = keyData[i]; if (kd.action) { for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++) { const KeyItem &ki = key.values[i2]; if (ki.type == type && ki.value != -1) actionMap[ki.value].push_back(static_cast<int>(i)); } } if (kd.configField && (kd.grp & Input::GRP_GUICHAN)) { for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++) { const KeyItem &ki = key.values[i2]; if (ki.type == type && ki.value != -1) idMap[ki.value] = static_cast<int>(i); } } if (kd.configField && (kd.grp & Input::GRP_REPEAT)) { for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++) { const KeyItem &ki = key.values[i2]; if (ki.type == type && ki.value != -1) keyTimeMap[ki.value] = 0; } } } keyDataSorter.keys = &keyData[0]; FOR_EACH (KeyToActionMapIter, it, actionMap) { KeysVector *const keys = &it->second; if (keys && keys->size() > 1) std::sort(keys->begin(), keys->end(), keyDataSorter); } } bool InputManager::triggerAction(const KeysVector *const ptrs) { if (!ptrs) return false; // logger->log("ptrs: %d", (int)ptrs.size()); FOR_EACHP (KeysVectorCIter, it, ptrs) { const int keyNum = *it; if (keyNum < 0 || keyNum >= Input::KEY_TOTAL) continue; if (invokeKey(&keyData[keyNum], keyNum)) return true; } return false; } int InputManager::getKeyIndex(const int value, const int grp, const int type) const { for (size_t i = 0; i < Input::KEY_TOTAL; i++) { const KeyFunction &key = mKey[i]; const KeyData &kd = keyData[i]; for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++) { const KeyItem &vali2 = key.values[i2]; if (value == vali2.value && (grp & kd.grp) != 0 && vali2.type == type) { return static_cast<int>(i); } } } return Input::KEY_NO_VALUE; } int InputManager::getActionByKey(const SDL_Event &event) const { // for now support only keyboard events if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) { const int idx = keyboard.getActionId(event); if (idx >= 0 && checkKey(&keyData[idx])) return idx; } return Input::KEY_NO_VALUE; }