/*
* Custom keyboard shortcuts configuration
* Copyright (C) 2007 Joshua Langley <joshlangley@optusnet.com.au>
* Copyright (C) 2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 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 "gui/setup_input.h"
#include "inputmanager.h"
#include "keyboardconfig.h"
#include "gui/okdialog.h"
#include "gui/widgets/button.h"
#include "gui/widgets/layouthelper.h"
#include "gui/widgets/listbox.h"
#include "gui/widgets/scrollarea.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <guichan/listmodel.hpp>
#include <SDL_keyboard.h>
#include "debug.h"
struct SetupActionData
{
std::string name;
int actionId;
};
static SetupActionData const setupActionData[] =
{
{
N_("Basic Keys"),
Input::KEY_NO_VALUE
},
{
N_("Move Up"),
Input::KEY_MOVE_UP
},
{
N_("Move Down"),
Input::KEY_MOVE_DOWN
},
{
N_("Move Left"),
Input::KEY_MOVE_LEFT
},
{
N_("Move Right"),
Input::KEY_MOVE_RIGHT
},
{
N_("Attack"),
Input::KEY_ATTACK
},
{
N_("Target & Attack"),
Input::KEY_TARGET_ATTACK
},
{
N_("Move to Target"),
Input::KEY_MOVE_TO_TARGET
},
{
N_("Change Move to Target type"),
Input::KEY_CHANGE_MOVE_TO_TARGET
},
{
N_("Move to Home location"),
Input::KEY_MOVE_TO_HOME
},
{
N_("Set home location"),
Input::KEY_SET_HOME
},
{
N_("Move to navigation point"),
Input::KEY_MOVE_TO_POINT
},
{
N_("Talk"),
Input::KEY_TALK
},
{
N_("Stop Attack"),
Input::KEY_STOP_ATTACK
},
{
N_("Untarget"),
Input::KEY_UNTARGET
},
{
N_("Target monster"),
Input::KEY_TARGET_MONSTER
},
{
N_("Target NPC"),
Input::KEY_TARGET_NPC
},
{
N_("Target Player"),
Input::KEY_TARGET_PLAYER
},
{
N_("Pickup"),
Input::KEY_PICKUP
},
{
N_("Change Pickup Type"),
Input::KEY_CHANGE_PICKUP_TYPE
},
{
N_("Hide Windows"),
Input::KEY_HIDE_WINDOWS
},
{
N_("Sit"),
Input::KEY_SIT
},
{
N_("Screenshot"),
Input::KEY_SCREENSHOT
},
{
N_("Enable/Disable Trading"),
Input::KEY_TRADE
},
{
N_("Change Map View Mode"),
Input::KEY_PATHFIND
},
{
N_("Select OK"),
Input::KEY_OK
},
{
N_("Quit"),
Input::KEY_QUIT
},
{
N_("Shortcuts Keys"),
Input::KEY_NO_VALUE
},
{
N_("Item Shortcuts Key"),
Input::KEY_SHORTCUTS_KEY
},
{
strprintf(N_("Item Shortcut %d"), 1),
Input::KEY_SHORTCUT_1
},
{
strprintf(N_("Item Shortcut %d"), 2),
Input::KEY_SHORTCUT_2
},
{
strprintf(N_("Item Shortcut %d"), 3),
Input::KEY_SHORTCUT_3
},
{
strprintf(N_("Item Shortcut %d"), 4),
Input::KEY_SHORTCUT_4
},
{
strprintf(N_("Item Shortcut %d"), 5),
Input::KEY_SHORTCUT_5
},
{
strprintf(N_("Item Shortcut %d"), 6),
Input::KEY_SHORTCUT_6
},
{
strprintf(N_("Item Shortcut %d"), 7),
Input::KEY_SHORTCUT_7
},
{
strprintf(N_("Item Shortcut %d"), 8),
Input::KEY_SHORTCUT_8
},
{
strprintf(N_("Item Shortcut %d"), 9),
Input::KEY_SHORTCUT_9
},
{
strprintf(N_("Item Shortcut %d"), 10),
Input::KEY_SHORTCUT_10
},
{
strprintf(N_("Item Shortcut %d"), 11),
Input::KEY_SHORTCUT_11
},
{
strprintf(N_("Item Shortcut %d"), 12),
Input::KEY_SHORTCUT_12
},
{
strprintf(N_("Item Shortcut %d"), 13),
Input::KEY_SHORTCUT_13
},
{
strprintf(N_("Item Shortcut %d"), 14),
Input::KEY_SHORTCUT_14
},
{
strprintf(N_("Item Shortcut %d"), 15),
Input::KEY_SHORTCUT_15
},
{
strprintf(N_("Item Shortcut %d"), 16),
Input::KEY_SHORTCUT_16
},
{
strprintf(N_("Item Shortcut %d"), 17),
Input::KEY_SHORTCUT_17
},
{
strprintf(N_("Item Shortcut %d"), 18),
Input::KEY_SHORTCUT_18
},
{
strprintf(N_("Item Shortcut %d"), 19),
Input::KEY_SHORTCUT_19
},
{
strprintf(N_("Item Shortcut %d"), 20),
Input::KEY_SHORTCUT_20
},
{
N_("Windows Keys"),
Input::KEY_NO_VALUE
},
{
N_("Help Window"),
Input::KEY_WINDOW_HELP
},
{
N_("Status Window"),
Input::KEY_WINDOW_STATUS
},
{
N_("Inventory Window"),
Input::KEY_WINDOW_INVENTORY
},
{
N_("Equipment Window"),
Input::KEY_WINDOW_EQUIPMENT
},
{
N_("Skill Window"),
Input::KEY_WINDOW_SKILL
},
{
N_("Minimap Window"),
Input::KEY_WINDOW_MINIMAP
},
{
N_("Chat Window"),
Input::KEY_WINDOW_CHAT
},
{
N_("Item Shortcut Window"),
Input::KEY_WINDOW_SHORTCUT
},
{
N_("Setup Window"),
Input::KEY_WINDOW_SETUP
},
{
N_("Debug Window"),
Input::KEY_WINDOW_DEBUG
},
{
N_("Social Window"),
Input::KEY_WINDOW_SOCIAL
},
{
N_("Emote Shortcut Window"),
Input::KEY_WINDOW_EMOTE_SHORTCUT
},
{
N_("Outfits Window"),
Input::KEY_WINDOW_OUTFIT
},
{
N_("Shop Window"),
Input::KEY_WINDOW_SHOP
},
{
N_("Quick drop Window"),
Input::KEY_WINDOW_DROP
},
{
N_("Kill Stats Window"),
Input::KEY_WINDOW_KILLS
},
{
N_("Commands Window"),
Input::KEY_WINDOW_SPELLS
},
{
N_("Bot Checker Window"),
Input::KEY_WINDOW_BOT_CHECKER
},
{
N_("Who Is Online Window"),
Input::KEY_WINDOW_ONLINE
},
{
N_("Did you know Window"),
Input::KEY_WINDOW_DIDYOUKNOW
},
{
N_("Previous Social Tab"),
Input::KEY_PREV_SOCIAL_TAB
},
{
N_("Next Social Tab"),
Input::KEY_NEXT_SOCIAL_TAB
},
{
N_("Emotes Keys"),
Input::KEY_NO_VALUE
},
{
N_("Smilie"),
Input::KEY_EMOTE
},
{
strprintf(N_("Emote Shortcut %d"), 1),
Input::KEY_EMOTE_1
},
{
strprintf(N_("Emote Shortcut %d"), 2),
Input::KEY_EMOTE_2
},
{
strprintf(N_("Emote Shortcut %d"), 3),
Input::KEY_EMOTE_3
},
{
strprintf(N_("Emote Shortcut %d"), 4),
Input::KEY_EMOTE_4
},
{
strprintf(N_("Emote Shortcut %d"), 5),
Input::KEY_EMOTE_5
},
{
strprintf(N_("Emote Shortcut %d"), 6),
Input::KEY_EMOTE_6
},
{
strprintf(N_("Emote Shortcut %d"), 7),
Input::KEY_EMOTE_7
},
{
strprintf(N_("Emote Shortcut %d"), 8),
Input::KEY_EMOTE_8
},
{
strprintf(N_("Emote Shortcut %d"), 9),
Input::KEY_EMOTE_9
},
{
strprintf(N_("Emote Shortcut %d"), 10),
Input::KEY_EMOTE_10
},
{
strprintf(N_("Emote Shortcut %d"), 11),
Input::KEY_EMOTE_11
},
{
strprintf(N_("Emote Shortcut %d"), 12),
Input::KEY_EMOTE_12
},
{
strprintf(N_("Emote Shortcut %d"), 13),
Input::KEY_EMOTE_13
},
{
strprintf(N_("Emote Shortcut %d"), 14),
Input::KEY_EMOTE_14
},
{
strprintf(N_("Emote Shortcut %d"), 15),
Input::KEY_EMOTE_15
},
{
strprintf(N_("Emote Shortcut %d"), 16),
Input::KEY_EMOTE_16
},
{
strprintf(N_("Emote Shortcut %d"), 17),
Input::KEY_EMOTE_17
},
{
strprintf(N_("Emote Shortcut %d"), 18),
Input::KEY_EMOTE_18
},
{
strprintf(N_("Emote Shortcut %d"), 19),
Input::KEY_EMOTE_19
},
{
strprintf(N_("Emote Shortcut %d"), 20),
Input::KEY_EMOTE_20
},
{
strprintf(N_("Emote Shortcut %d"), 21),
Input::KEY_EMOTE_21
},
{
strprintf(N_("Emote Shortcut %d"), 22),
Input::KEY_EMOTE_22
},
{
strprintf(N_("Emote Shortcut %d"), 23),
Input::KEY_EMOTE_23
},
{
strprintf(N_("Emote Shortcut %d"), 24),
Input::KEY_EMOTE_24
},
{
strprintf(N_("Emote Shortcut %d"), 25),
Input::KEY_EMOTE_25
},
{
strprintf(N_("Emote Shortcut %d"), 26),
Input::KEY_EMOTE_26
},
{
strprintf(N_("Emote Shortcut %d"), 27),
Input::KEY_EMOTE_27
},
{
strprintf(N_("Emote Shortcut %d"), 28),
Input::KEY_EMOTE_28
},
{
strprintf(N_("Emote Shortcut %d"), 29),
Input::KEY_EMOTE_29
},
{
strprintf(N_("Emote Shortcut %d"), 30),
Input::KEY_EMOTE_30
},
{
strprintf(N_("Emote Shortcut %d"), 31),
Input::KEY_EMOTE_31
},
{
strprintf(N_("Emote Shortcut %d"), 32),
Input::KEY_EMOTE_32
},
{
strprintf(N_("Emote Shortcut %d"), 33),
Input::KEY_EMOTE_33
},
{
strprintf(N_("Emote Shortcut %d"), 34),
Input::KEY_EMOTE_34
},
{
strprintf(N_("Emote Shortcut %d"), 35),
Input::KEY_EMOTE_35
},
{
strprintf(N_("Emote Shortcut %d"), 36),
Input::KEY_EMOTE_36
},
{
strprintf(N_("Emote Shortcut %d"), 37),
Input::KEY_EMOTE_37
},
{
strprintf(N_("Emote Shortcut %d"), 38),
Input::KEY_EMOTE_38
},
{
strprintf(N_("Emote Shortcut %d"), 39),
Input::KEY_EMOTE_39
},
{
strprintf(N_("Emote Shortcut %d"), 40),
Input::KEY_EMOTE_40
},
{
strprintf(N_("Emote Shortcut %d"), 41),
Input::KEY_EMOTE_41
},
{
strprintf(N_("Emote Shortcut %d"), 42),
Input::KEY_EMOTE_42
},
{
strprintf(N_("Emote Shortcut %d"), 43),
Input::KEY_EMOTE_43
},
{
strprintf(N_("Emote Shortcut %d"), 44),
Input::KEY_EMOTE_44
},
{
strprintf(N_("Emote Shortcut %d"), 45),
Input::KEY_EMOTE_45
},
{
strprintf(N_("Emote Shortcut %d"), 46),
Input::KEY_EMOTE_46
},
{
strprintf(N_("Emote Shortcut %d"), 47),
Input::KEY_EMOTE_47
},
{
strprintf(N_("Emote Shortcut %d"), 48),
Input::KEY_EMOTE_48
},
{
N_("Outfits Keys"),
Input::KEY_NO_VALUE
},
{
N_("Wear Outfit"),
Input::KEY_WEAR_OUTFIT
},
{
N_("Copy Outfit"),
Input::KEY_COPY_OUTFIT
},
{
N_("Copy equipped to Outfit"),
Input::KEY_COPY_EQUIPED_OUTFIT
},
{
N_("Chat Keys"),
Input::KEY_NO_VALUE
},
{
N_("Toggle Chat"),
Input::KEY_TOGGLE_CHAT
},
{
N_("Scroll Chat Up"),
Input::KEY_SCROLL_CHAT_UP
},
{
N_("Scroll Chat Down"),
Input::KEY_SCROLL_CHAT_DOWN
},
{
N_("Previous Chat Tab"),
Input::KEY_PREV_CHAT_TAB
},
{
N_("Next Chat Tab"),
Input::KEY_NEXT_CHAT_TAB
},
{
N_("Close current Chat Tab"),
Input::KEY_CLOSE_CHAT_TAB
},
{
N_("Previous chat line"),
Input::KEY_CHAT_PREV_HISTORY
},
{
N_("Next chat line"),
Input::KEY_CHAT_NEXT_HISTORY
},
{
N_("Chat Auto Complete"),
Input::KEY_AUTOCOMPLETE_CHAT
},
{
N_("Deactivate Chat Input"),
Input::KEY_DEACTIVATE_CHAT
},
{
N_("Other Keys"),
Input::KEY_NO_VALUE
},
{
N_("Ignore input 1"),
Input::KEY_IGNORE_INPUT_1
},
{
N_("Ignore input 2"),
Input::KEY_IGNORE_INPUT_2
},
{
N_("Direct Up"),
Input::KEY_DIRECT_UP
},
{
N_("Direct Down"),
Input::KEY_DIRECT_DOWN
},
{
N_("Direct Left"),
Input::KEY_DIRECT_LEFT
},
{
N_("Direct Right"),
Input::KEY_DIRECT_RIGHT
},
{
N_("Crazy moves"),
Input::KEY_CRAZY_MOVES
},
{
N_("Change Crazy Move mode"),
Input::KEY_CHANGE_CRAZY_MOVES_TYPE
},
{
N_("Quick Drop N Items from 0 slot"),
Input::KEY_QUICK_DROP
},
{
N_("Quick Drop N Items"),
Input::KEY_QUICK_DROPN
},
{
N_("Switch Quick Drop Counter"),
Input::KEY_SWITCH_QUICK_DROP
},
{
N_("Quick heal target or self"),
Input::KEY_MAGIC_INMA1
},
{
N_("Use #itenplz spell"),
Input::KEY_MAGIC_ITENPLZ
},
{
N_("Use magic attack"),
Input::KEY_MAGIC_ATTACK
},
{
N_("Switch magic attack"),
Input::KEY_SWITCH_MAGIC_ATTACK
},
{
N_("Switch pvp attack"),
Input::KEY_SWITCH_PVP_ATTACK
},
{
N_("Change move type"),
Input::KEY_INVERT_DIRECTION
},
{
N_("Change Attack Weapon Type"),
Input::KEY_CHANGE_ATTACK_WEAPON_TYPE
},
{
N_("Change Attack Type"),
Input::KEY_CHANGE_ATTACK_TYPE
},
{
N_("Change Follow mode"),
Input::KEY_CHANGE_FOLLOW_MODE
},
{
N_("Change Imitation mode"),
Input::KEY_CHANGE_IMITATION_MODE
},
{
N_("Disable / Enable Game modifier keys"),
Input::KEY_DISABLE_GAME_MODIFIERS
},
{
N_("On / Off audio"),
Input::KEY_CHANGE_AUDIO
},
{
N_("Enable / Disable away mode"),
Input::KEY_AWAY
},
{
N_("Emulate right click from keyboard"),
Input::KEY_RIGHT_CLICK
},
{
N_("Toggle camera mode"),
Input::KEY_CAMERA
},
{
N_("Modifier key"),
Input::KEY_MOD
}
};
const int keysSize = sizeof(setupActionData) / sizeof(SetupActionData);
/**
* The list model for key function list.
*
* \ingroup Interface
*/
class KeyListModel : public gcn::ListModel
{
public:
/**
* Returns the number of elements in container.
*/
int getNumberOfElements()
{ return keysSize; }
/**
* Returns element from container.
*/
std::string getElementAt(int i)
{ return mKeyFunctions[i]; }
/**
* Sets element from container.
*/
void setElementAt(int i, const std::string &caption)
{ mKeyFunctions[i] = caption; }
private:
std::string mKeyFunctions[keysSize];
};
Setup_Input::Setup_Input():
mKeyListModel(new KeyListModel),
mKeyList(new ListBox(mKeyListModel)),
mKeySetting(false)
{
inputManager.setSetupInput(this);
setName(_("Input"));
refreshKeys();
mKeyList->addActionListener(this);
ScrollArea *scrollArea = new ScrollArea(mKeyList);
scrollArea->setHorizontalScrollPolicy(gcn::ScrollArea::SHOW_NEVER);
mAssignKeyButton = new Button(_("Assign"), "assign", this);
mAssignKeyButton->addActionListener(this);
mAssignKeyButton->setEnabled(false);
mUnassignKeyButton = new Button(_("Unassign"), "unassign", this);
mUnassignKeyButton->addActionListener(this);
mUnassignKeyButton->setEnabled(false);
mMakeDefaultButton = new Button(_("Default"), "makeDefault", this);
mMakeDefaultButton->addActionListener(this);
// Do the layout
LayoutHelper h(this);
ContainerPlacer place = h.getPlacer(0, 0);
place(0, 0, scrollArea, 4, 6).setPadding(2);
place(0, 6, mMakeDefaultButton);
place(2, 6, mAssignKeyButton);
place(3, 6, mUnassignKeyButton);
setDimension(gcn::Rectangle(0, 0, 500, 350));
}
Setup_Input::~Setup_Input()
{
delete mKeyList;
mKeyList = nullptr;
delete mKeyListModel;
mKeyListModel = nullptr;
delete mAssignKeyButton;
mAssignKeyButton = nullptr;
delete mUnassignKeyButton;
mUnassignKeyButton = nullptr;
delete mMakeDefaultButton;
mMakeDefaultButton = nullptr;
}
void Setup_Input::apply()
{
keyUnresolved();
int key1, key2;
if (inputManager.hasConflicts(key1, key2))
{
int s1 = keyToSetupData(key1);
int s2 = keyToSetupData(key2);
new OkDialog(_("Key Conflict(s) Detected."),
strprintf(_("Conflict \"%s\" and \"%s\" keys. "
"Resolve them, or gameplay may result in strange behaviour."),
setupActionData[s1].name.c_str(),
setupActionData[s2].name.c_str()), DIALOG_ERROR);
}
keyboard.setEnabled(true);
inputManager.store();
}
void Setup_Input::cancel()
{
keyUnresolved();
inputManager.retrieve();
keyboard.setEnabled(true);
refreshKeys();
}
void Setup_Input::action(const gcn::ActionEvent &event)
{
if (event.getSource() == mKeyList)
{
if (!mKeySetting)
{
int i(mKeyList->getSelected());
if (i >= 0 && i < keysSize)
{
if (setupActionData[i].actionId
== Input::KEY_NO_VALUE)
{
mAssignKeyButton->setEnabled(false);
mUnassignKeyButton->setEnabled(false);
}
else
{
mAssignKeyButton->setEnabled(true);
mUnassignKeyButton->setEnabled(true);
}
}
}
}
else if (event.getId() == "assign")
{
mKeySetting = true;
mAssignKeyButton->setEnabled(false);
keyboard.setEnabled(false);
int i(mKeyList->getSelected());
if (i >= 0 && i < keysSize)
{
const SetupActionData &key = setupActionData[i];
int ik = key.actionId;
inputManager.setNewKeyIndex(ik);
mKeyListModel->setElementAt(i, std::string(
gettext(key.name.c_str())) + ": ?");
}
}
else if (event.getId() == "unassign")
{
int i(mKeyList->getSelected());
if (i >= 0 && i < keysSize)
{
const SetupActionData &key = setupActionData[i];
int ik = key.actionId;
inputManager.setNewKeyIndex(ik);
refreshAssignedKey(mKeyList->getSelected());
inputManager.unassignKey();
}
mAssignKeyButton->setEnabled(true);
}
else if (event.getId() == "makeDefault")
{
inputManager.makeDefault();
refreshKeys();
}
}
void Setup_Input::refreshAssignedKey(int index)
{
const SetupActionData &key = setupActionData[index];
if (key.actionId == Input::KEY_NO_VALUE)
{
const std::string str = " \342\200\225\342\200\225\342\200\225"
"\342\200\225\342\200\225 ";
mKeyListModel->setElementAt(index,
str + gettext(key.name.c_str()) + str);
}
else
{
mKeyListModel->setElementAt(index, strprintf("%s: %s",
gettext(key.name.c_str()),
inputManager.getKeyStringLong(key.actionId).c_str()));
}
}
void Setup_Input::newKeyCallback(int index)
{
mKeySetting = false;
int i = keyToSetupData(index);
if (i >= 0)
refreshAssignedKey(i);
mAssignKeyButton->setEnabled(true);
}
int Setup_Input::keyToSetupData(int index)
{
for (int i = 0; i < keysSize; i++)
{
const SetupActionData &key = setupActionData[i];
if (key.actionId == index)
return i;
}
return -1;
}
void Setup_Input::refreshKeys()
{
for (int i = 0; i < keysSize; i++)
refreshAssignedKey(i);
}
void Setup_Input::keyUnresolved()
{
if (mKeySetting)
{
newKeyCallback(inputManager.getNewKeyIndex());
inputManager.setNewKeyIndex(Input::KEY_NO_VALUE);
}
}