/*
* The ManaPlus Client
* Copyright (C) 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/>.
*/
#ifndef INPUTMANAGER_H
#define INPUTMANAGER_H
#include "inputevent.h"
#include "keydata.h"
#include <string>
#include <map>
#include <SDL/SDL.h>
#define KeyFunctionSize 3
// hack to avoid conflicts with windows headers.
#ifdef INPUT_KEYBOARD
#undef INPUT_KEYBOARD
#endif
#ifdef INPUT_MOUSE
#undef INPUT_MOUSE
#endif
struct KeyData;
class Setup_Input;
enum KeyTypes
{
INPUT_UNKNOWN = 0,
INPUT_KEYBOARD = 1,
INPUT_MOUSE = 2,
INPUT_JOYSTICK = 3
};
struct KeyItem
{
KeyItem() : type(-1), value(-1)
{ }
KeyItem(int type0, int value0) : type(type0), value(value0)
{ }
int type;
int value;
};
struct KeyFunction
{
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_SHORTCUT = 2 + 4 + 16 + 512, // flags for shortcut keys
COND_GAME = 2 + 4 + 8 + 16 + 64, // main game key
COND_GAME2 = 2 + 8 + 16 + 64
};
class InputManager
{
public:
InputManager();
void init();
bool handleEvent(const SDL_Event &event);
bool checkKey(const KeyData *key);
void retrieve();
void store();
void resetKeys();
void makeDefault(int i);
bool hasConflicts(int &key1, int &key2);
void callbackNewKey();
KeyFunction &getKey(int index);
std::string getKeyValueString(int index) const;
std::string getKeyStringLong(int index) const;
void addActionKey(int action, int type, int val);
void setNewKey(const SDL_Event &event, int type);
void unassignKey();
bool isActionActive(int index) const;
/**
* Set the index of the new key to be assigned.
*/
void setNewKeyIndex(int value)
{ mNewKeyIndex = value; }
/**
* Set a reference to the key setup window.
*/
void setSetupInput(Setup_Input *setupInput)
{ mSetupInput = setupInput; }
/**
* Get the index of the new key to be assigned.
*/
int getNewKeyIndex() const
{ return mNewKeyIndex; }
void updateKeyActionMap(KeyToActionMap &actionMap,
KeyToIdMap &idMap, KeyTimeMap &keyTimeMap,
int type);
bool invokeKey(const KeyData *key, int keyNum);
bool handleAssignKey(const SDL_Event &event, int type);
void handleRepeat();
bool triggerAction(const KeysVector *ptrs);
int getKeyIndex(int value, int grp, int type) const;
void update();
void updateConditionMask();
int getActionByKey(const SDL_Event &event);
protected:
Setup_Input *mSetupInput; /**< Reference to setup window */
int mNewKeyIndex; /**< Index of new key to be assigned */
int mMask;
KeyFunction mKey[Input::KEY_TOTAL]; /**< Pointer to all the key data */
};
extern InputManager inputManager;
#endif