/* * Custom keyboard shortcuts configuration * Copyright (C) 2007 Joshua Langley <joshlangley@optusnet.com.au> * * 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 KEYBOARDCONFIG_H #define KEYBOARDCONFIG_H #include <SDL_types.h> #include <string> /** * Each key represents a key function. Such as 'Move up', 'Attack' etc. */ struct KeyFunction { const char* configField; /** Field index that is in the config file. */ int defaultValue; /** The default key value used. */ std::string caption; /** The caption value for the key function. */ int value; /** The actual value that is used. */ int grp; /** The key group */ }; class Setup_Keyboard; class KeyboardConfig { public: /** * Initializes the keyboard config explicitly. */ void init(); /** * Retrieve the key values from config file. */ void retrieve(); /** * Store the key values to config file. */ void store(); /** * Make the keys their default values. */ void makeDefault(); /** * Determines if any key assignments are the same as each other. */ bool hasConflicts(); /** * Calls a function back so the key re-assignment(s) can be seen. */ void callbackNewKey(); /** * Obtain the value stored in memory. */ int getKeyValue(int index) const { return mKey[index].value; } /** * Get the index of the new key to be assigned. */ int getNewKeyIndex() const { return mNewKeyIndex; } /** * Get the enable flag, which will stop the user from doing actions. */ bool isEnabled() const { return mEnabled; } /** * Get the key caption, providing more meaning to the user. */ const std::string &getKeyCaption(int index) const { return mKey[index].caption; } /** * Get the key function index by providing the keys value. */ int getKeyIndex(int keyValue, int grp = 1) const; /** * Get the key function index for an emote by providing the offset value. */ int getKeyEmoteOffset(int keyValue) const; /** * Set the enable flag, which will stop the user from doing actions. */ void setEnabled(bool flag) { mEnabled = flag; } /** * Set the index of the new key to be assigned. */ void setNewKeyIndex(int value) { mNewKeyIndex = value; } /** * Set the value of the new key. */ void setNewKey(int value) { mKey[mNewKeyIndex].value = value; } /** * Set a reference to the key setup window. */ void setSetupKeyboard(Setup_Keyboard *setupKey) { mSetupKey = setupKey; } /** * Checks if the key is active, by providing the key function index. */ bool isKeyActive(int index) const; /** * Takes a snapshot of all the active keys. */ void refreshActiveKeys(); std::string getKeyValueString(int index) const; std::string getKeyShortString(const std::string &key) const; const std::string &getBindError() const { return mBindError; } /** * All the key functions. * KEY_NO_VALUE is used in initialization, and should be unchanged. * KEY_TOTAL should always be last (used as a conditional in loops). * The key assignment view gets arranged according to the order of * these values. */ enum KeyAction { KEY_NO_VALUE = -1, KEY_MOVE_UP, KEY_MOVE_DOWN, KEY_MOVE_LEFT, KEY_MOVE_RIGHT, KEY_ATTACK, KEY_TARGET_ATTACK, KEY_MOVE_TO_TARGET, KEY_CHANGE_MOVE_TO_TARGET, KEY_MOVE_TO_HOME, KEY_SET_HOME, KEY_MOVE_TO_POINT, KEY_EMOTE, KEY_TALK, KEY_TARGET, KEY_TARGET_CLOSEST, KEY_TARGET_NPC, KEY_TARGET_PLAYER, KEY_PICKUP, KEY_CHANGE_PICKUP_TYPE, KEY_HIDE_WINDOWS, KEY_SIT, KEY_SCREENSHOT, KEY_TRADE, KEY_PATHFIND, KEY_SHORTCUTS_KEY, KEY_SHORTCUT_1, KEY_SHORTCUT_2, KEY_SHORTCUT_3, KEY_SHORTCUT_4, KEY_SHORTCUT_5, KEY_SHORTCUT_6, KEY_SHORTCUT_7, KEY_SHORTCUT_8, KEY_SHORTCUT_9, KEY_SHORTCUT_10, KEY_SHORTCUT_11, KEY_SHORTCUT_12, KEY_SHORTCUT_13, KEY_SHORTCUT_14, KEY_SHORTCUT_15, KEY_SHORTCUT_16, KEY_SHORTCUT_17, KEY_SHORTCUT_18, KEY_SHORTCUT_19, KEY_SHORTCUT_20, KEY_WINDOW_HELP, KEY_WINDOW_STATUS, KEY_WINDOW_INVENTORY, KEY_WINDOW_EQUIPMENT, KEY_WINDOW_SKILL, KEY_WINDOW_MINIMAP, KEY_WINDOW_CHAT, KEY_WINDOW_SHORTCUT, KEY_WINDOW_SETUP, KEY_WINDOW_DEBUG, KEY_WINDOW_SOCIAL, KEY_WINDOW_EMOTE_SHORTCUT, KEY_WINDOW_OUTFIT, KEY_WINDOW_SHOP, KEY_WINDOW_DROP, KEY_WINDOW_KILLS, KEY_WINDOW_SPELLS, KEY_WINDOW_BOT_CHECKER, KEY_WINDOW_ONLINE, KEY_PREV_SOCIAL_TAB, KEY_NEXT_SOCIAL_TAB, KEY_EMOTE_1, KEY_EMOTE_2, KEY_EMOTE_3, KEY_EMOTE_4, KEY_EMOTE_5, KEY_EMOTE_6, KEY_EMOTE_7, KEY_EMOTE_8, KEY_EMOTE_9, KEY_EMOTE_10, KEY_EMOTE_11, KEY_EMOTE_12, KEY_EMOTE_13, KEY_EMOTE_14, KEY_EMOTE_15, KEY_EMOTE_16, KEY_EMOTE_17, KEY_EMOTE_18, KEY_EMOTE_19, KEY_EMOTE_20, KEY_EMOTE_21, KEY_EMOTE_22, KEY_EMOTE_23, KEY_EMOTE_24, KEY_EMOTE_25, KEY_EMOTE_26, KEY_EMOTE_27, KEY_EMOTE_28, KEY_EMOTE_29, KEY_EMOTE_30, KEY_EMOTE_31, KEY_EMOTE_32, KEY_EMOTE_33, KEY_EMOTE_34, KEY_EMOTE_35, KEY_EMOTE_36, KEY_EMOTE_37, KEY_EMOTE_38, KEY_EMOTE_39, KEY_EMOTE_40, KEY_EMOTE_41, KEY_EMOTE_42, KEY_EMOTE_43, KEY_EMOTE_44, KEY_WEAR_OUTFIT, KEY_COPY_OUTFIT, KEY_COPY_EQUIPED_OUTFIT, KEY_TOGGLE_CHAT, KEY_SCROLL_CHAT_UP, KEY_SCROLL_CHAT_DOWN, KEY_PREV_CHAT_TAB, KEY_NEXT_CHAT_TAB, KEY_CHAT_PREV_HISTORY, KEY_CHAT_NEXT_HISTORY, KEY_AUTOCOMPLETE_CHAT, KEY_DEACTIVATE_CHAT, KEY_OK, KEY_QUIT, KEY_IGNORE_INPUT_1, KEY_IGNORE_INPUT_2, KEY_DIRECT_UP, KEY_DIRECT_DOWN, KEY_DIRECT_LEFT, KEY_DIRECT_RIGHT, KEY_CRAZY_MOVES, KEY_CHANGE_CRAZY_MOVES_TYPE, KEY_QUICK_DROP, KEY_QUICK_DROPN, KEY_SWITCH_QUICK_DROP, KEY_MAGIC_INMA1, KEY_MAGIC_ITENPLZ, KEY_MAGIC_ATTACK, KEY_SWITCH_MAGIC_ATTACK, KEY_INVERT_DIRECTION, KEY_CHANGE_ATTACK_WEAPON_TYPE, KEY_CHANGE_ATTACK_TYPE, KEY_CHANGE_FOLLOW_MODE, KEY_CHANGE_IMITATION_MODE, KEY_DISABLE_GAME_MODIFIERS, KEY_CHANGE_AUDIO, KEY_AWAY, KEY_RIGHT_CLICK, KEY_CAMERA, KEY_TOTAL }; enum KeyGroup { GRP_DEFAULT = 1, // default game key GRP_CHAT = 2, // chat key GRP_EMOTION = 4, // emotions key GRP_OUTFIT = 8 // outfit key }; private: int mNewKeyIndex; /**< Index of new key to be assigned */ bool mEnabled; /**< Flag to respond to key input */ Setup_Keyboard *mSetupKey; /**< Reference to setup window */ KeyFunction mKey[KEY_TOTAL]; /**< Pointer to all the key data */ Uint8 *mActiveKeys; /**< Stores a list of all the keys */ std::string mBindError; }; extern KeyboardConfig keyboard; #endif