/*
* 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/>.
*/
#ifndef INPUT_INPUTMANAGER_H
#define INPUT_INPUTMANAGER_H
#include "events/inputevent.h"
#include "input/keydata.h"
#include <string>
#include <map>
#include <SDL_events.h>
const unsigned int KeyFunctionSize = 3;
class Setup_Input;
struct KeyItem final
{
KeyItem() :
type(-1), value(-1)
{ }
KeyItem(const int type0, const int value0) :
type(type0), value(value0)
{ }
int type;
int value;
};
struct KeyFunction final
{
KeyItem values[KeyFunctionSize];
};
enum KeyCondition
{
COND_DEFAULT = 1, // default condition
COND_ENABLED = 2, // keyboard must be enabled
COND_NOINPUT = 4, // input items must be unfocused
COND_NOAWAY = 8, // player not in away mode
COND_NOSETUP = 16, // setup window is hidde
COND_VALIDSPEED = 32, // valid speed
COND_NOMODAL = 64, // modal windows inactive
COND_NONPCINPUT = 128, // npc input field inactive
COND_EMODS = 256, // game modifiers enabled
COND_NOTARGET = 512, // no target/untarget keys
// pressed
COND_NOFOLLOW = 1024, // follow mode disabled
COND_INGAME = 2048, // game must be started
COND_NOBUYSELL = 4096, // no active buy or sell dialogs
COND_NONPCDIALOG = 8192, // no active npc dialog or
// dialog almost closed
COND_NOTALKING = 16384, // player have no opened
// dialogs what prevent moving
COND_SHORTCUT = 2 + 4 + 16 + 512 + 2048, // flags for shortcut keys
COND_SHORTCUT0 = 2 + 4 + 16 + 512, // flags for shortcut keys
COND_GAME = 2 + 4 + 8 + 16 + 64 + 2048, // main game key
COND_GAME2 = 2 + 8 + 16 + 64 + 2048,
COND_ARROWKEYS = 2 + 8 + 16 + 64 + 2048 + 4096 + 16384
};
class InputManager final
{
public:
InputManager();
A_DELETE_COPY(InputManager)
void init();
bool handleEvent(const SDL_Event &event);
bool checkKey(const KeyData *const key) const A_WARN_UNUSED;
void retrieve();
void store() const;
void resetKeys();
void makeDefault(const int i);
bool hasConflicts(int &restrict key1,
int &restrict key2) const A_WARN_UNUSED;
void callbackNewKey();
KeyFunction &getKey(int index) A_WARN_UNUSED;
std::string getKeyValueString(const int index) const A_WARN_UNUSED;
std::string getKeyStringLong(const int index) const A_WARN_UNUSED;
std::string getKeyValueByName(const std::string &keyName);
void addActionKey(const int action, const int type, const int val);
void setNewKey(const SDL_Event &event, const int type);
void unassignKey();
bool isActionActive(const int index) const A_WARN_UNUSED;
/**
* Set the index of the new key to be assigned.
*/
void setNewKeyIndex(const int value)
{ mNewKeyIndex = value; }
/**
* Set a reference to the key setup window.
*/
void setSetupInput(Setup_Input *const setupInput)
{ mSetupInput = setupInput; }
/**
* Get the index of the new key to be assigned.
*/
int getNewKeyIndex() const A_WARN_UNUSED
{ return mNewKeyIndex; }
void updateKeyActionMap(KeyToActionMap &actionMap,
KeyToIdMap &idMap, KeyTimeMap &keyTimeMap,
const int type) const;
bool invokeKey(const KeyData *const key, const int keyNum);
bool handleAssignKey(const SDL_Event &event, const int type);
static void handleRepeat();
bool triggerAction(const KeysVector *const ptrs);
int getKeyIndex(const int value, const int grp,
const int type) const A_WARN_UNUSED;
static void update();
void updateConditionMask();
int getActionByKey(const SDL_Event &event) const A_WARN_UNUSED;
void executeAction(const int keyNum);
protected:
void resetKey(const int i);
static bool isActionActive0(const int index) A_WARN_UNUSED;
Setup_Input *mSetupInput; /**< Reference to setup window */
int mNewKeyIndex; /**< Index of new key to be assigned */
int mMask;
std::map<std::string, int> mNameMap;
KeyFunction mKey[Input::KEY_TOTAL]; /**< Pointer to all the key data */
};
extern InputManager inputManager;
#endif // INPUT_INPUTMANAGER_H