/*
* 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/inputactionmap.h"
#include "input/joystick.h"
#include "input/keyboardconfig.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 inputActionDataSorter;
} // namespace
InputManager::InputManager() :
mSetupInput(nullptr),
mNewKeyIndex(InputAction::NO_VALUE),
mMask(1),
mNameMap()
{
}
void InputManager::init()
{
for (unsigned int i = 0; i < InputAction::TOTAL; i++)
{
KeyFunction &kf = mKey[i];
for (unsigned int f = 0; f < KeyFunctionSize; f ++)
{
InputItem &ki = kf.values[f];
ki.type = InputType::UNKNOWN;
ki.value = -1;
}
}
mNewKeyIndex = InputAction::NO_VALUE;
resetKeys();
retrieve();
update();
}
void InputManager::update()
{
keyboard.update();
if (joystick)
joystick->update();
}
void InputManager::retrieve()
{
for (int i = 0; i < InputAction::TOTAL; i++)
{
#ifdef USE_SDL2
const std::string cf = std::string("sdl2") + inputActionData[i].configField;
#else
const std::string cf = inputActionData[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] = InputItem(type, key);
i2 ++;
}
}
}
}
}
void InputManager::store() const
{
for (int i = 0; i < InputAction::TOTAL; i++)
{
#ifdef USE_SDL2
const std::string cf = std::string("sdl2") + inputActionData[i].configField;
#else
const std::string cf = inputActionData[i].configField;
#endif
if (!cf.empty())
{
std::string keyStr;
const KeyFunction &kf = mKey[i];
for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++)
{
const InputItem &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 ++)
{
InputItem &ki2 = key.values[i2];
ki2.type = InputType::UNKNOWN;
ki2.value = -1;
}
const InputActionData &kd = inputActionData[i];
InputItem &val0 = key.values[0];
val0.type = kd.defaultType1;
InputItem &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 < InputAction::TOTAL; i++)
resetKey(i);
}
void InputManager::makeDefault(const int i)
{
if (i >= 0 && i < InputAction::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 < InputAction::TOTAL; i++)
{
const InputActionData &kdi = inputActionData[i];
if (!*kdi.configField)
continue;
const KeyFunction &ki = mKey[i];
for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++)
{
const InputItem &vali2 = ki.values[i2];
if (vali2.value == InputAction::NO_VALUE)
continue;
size_t j;
for (j = i, j++; j < InputAction::TOTAL; j++)
{
if ((kdi.grp & inputActionData[j].grp) == 0 || !*kdi.configField)
continue;
for (size_t j2 = 0; j2 < KeyFunctionSize; j2 ++)
{
const InputItem &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 InputActionData &key = inputActionData[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 >= InputAction::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 InputItem &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 InputItem &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 >= InputAction::TOTAL)
return;
int idx = -1;
KeyFunction &key = mKey[action];
for (size_t i = 0; i < KeyFunctionSize; i ++)
{
const InputItem &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 ++)
{
InputItem &val1 = key.values[i - 1];
InputItem &val2 = key.values[i];
val1.type = val2.type;
val1.value = val2.value;
}
idx = KeyFunctionSize - 1;
}
key.values[idx] = InputItem(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 ++)
{
InputItem &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() > InputAction::NO_VALUE)
{
setNewKey(event, type);
callbackNewKey();
setNewKeyIndex(InputAction::NO_VALUE);
return true;
}
return false;
}
bool InputManager::handleEvent(const SDL_Event &event)
{
BLOCK_START("InputManager::handleEvent")
switch (event.type)
{
case SDL_KEYDOWN:
{
keyboard.refreshActiveKeys();
updateConditionMask();
if (handleAssignKey(event, InputType::KEYBOARD))
{
BLOCK_END("InputManager::handleEvent")
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();
BLOCK_END("InputManager::handleEvent")
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))
{
BLOCK_END("InputManager::handleEvent")
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)
{
BLOCK_END("InputManager::handleEvent")
return true;
}
}
switch (event.type)
{
case SDL_KEYDOWN:
if (triggerAction(keyboard.getActionVector(event)))
{
BLOCK_END("InputManager::handleEvent")
return true;
}
break;
case SDL_JOYBUTTONDOWN:
if (joystick && joystick->validate())
{
if (triggerAction(joystick->getActionVector(event)))
{
BLOCK_END("InputManager::handleEvent")
return true;
}
}
break;
#ifdef ANDROID
#ifndef USE_SDL2
case SDL_ACCELEROMETER:
{
break;
}
#endif
#endif
default:
break;
}
BLOCK_END("InputManager::handleEvent")
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 |= InputCondition::ENABLED;
if ((!chatWindow || !chatWindow->isInputFocused()) &&
!NpcDialog::isAnyInputFocused() &&
!InventoryWindow::isAnyInputFocused() &&
(!tradeWindow || !tradeWindow->isInpupFocused()))
{
mMask |= InputCondition::NOINPUT;
}
if (!BuyDialog::isActive() && !SellDialog::isActive())
mMask |= InputCondition::NOBUYSELL;
if (!player_node || !player_node->getAway())
mMask |= InputCondition::NOAWAY;
if (!setupWindow || !setupWindow->isWindowVisible())
mMask |= InputCondition::NOSETUP;
if (Game::instance() && Game::instance()->getValidSpeed())
mMask |= InputCondition::VALIDSPEED;
if (gui && !gui->getFocusHandler()->getModalFocused())
mMask |= InputCondition::NOMODAL;
const NpcDialog *const dialog = NpcDialog::getActive();
if (!dialog || !dialog->isTextInputFocused())
mMask |= InputCondition::NONPCINPUT;
if (!dialog || dialog->isCloseState())
{
mMask |= InputCondition::NONPCDIALOG;
if (!InventoryWindow::isStorageActive())
mMask |= InputCondition::NOTALKING;
}
if (!player_node || !player_node->getDisableGameModifiers())
mMask |= InputCondition::EMODS;
if (!isActionActive0(InputAction::STOP_ATTACK)
&& !isActionActive0(InputAction::UNTARGET))
{
mMask |= InputCondition::NOTARGET;
}
if (Game::instance())
mMask |= InputCondition::INGAME;
if (!player_node || player_node->getFollow().empty())
mMask |= InputCondition::NOFOLLOW;
}
bool InputManager::checkKey(const InputActionData *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 == InputAction::NO_VALUE
|| isActionActive0(key->modKeyIndex));
}
bool InputManager::invokeKey(const InputActionData *const key, const int keyNum)
{
// no validation to keyNum because it validated in caller
if (checkKey(key))
{
InputEvent evt(keyNum, mMask);
ActionFuncPtr func = *(inputActionData[keyNum].action);
if (func && func(evt))
return true;
}
return false;
}
void InputManager::executeAction(const int keyNum)
{
if (keyNum < 0 || keyNum >= InputAction::TOTAL)
return;
InputEvent evt(keyNum, mMask);
ActionFuncPtr func = *(inputActionData[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 < InputAction::TOTAL; i ++)
{
const KeyFunction &key = mKey[i];
const InputActionData &kd = inputActionData[i];
if (kd.action)
{
for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++)
{
const InputItem &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 InputItem &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 InputItem &ki = key.values[i2];
if (ki.type == type && ki.value != -1)
keyTimeMap[ki.value] = 0;
}
}
}
inputActionDataSorter.keys = &inputActionData[0];
FOR_EACH (KeyToActionMapIter, it, actionMap)
{
KeysVector *const keys = &it->second;
if (keys && keys->size() > 1)
std::sort(keys->begin(), keys->end(), inputActionDataSorter);
}
}
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 >= InputAction::TOTAL)
continue;
if (invokeKey(&inputActionData[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 < InputAction::TOTAL; i++)
{
const KeyFunction &key = mKey[i];
const InputActionData &kd = inputActionData[i];
for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++)
{
const InputItem &vali2 = key.values[i2];
if (value == vali2.value && (grp & kd.grp) != 0
&& vali2.type == type)
{
return static_cast<int>(i);
}
}
}
return InputAction::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(&inputActionData[idx]))
return idx;
}
return InputAction::NO_VALUE;
}