/*
* 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 .
*/
#include "inputmanager.h"
#include "configuration.h"
#include "game.h"
#include "keyboardconfig.h"
#include "keyboarddata.h"
#include "localplayer.h"
#include "gui/chatwindow.h"
#include "gui/gui.h"
#include "gui/inventorywindow.h"
#include "gui/npcdialog.h"
#include "gui/npcpostdialog.h"
#include "gui/setup.h"
#include "gui/setup_keyboard.h"
#include "gui/textdialog.h"
#include "gui/tradewindow.h"
#include
#include
#include
#include "debug.h"
InputManager inputManager;
extern QuitDialog *quitDialog;
class KeyFunctor
{
public:
bool operator() (int key1, int key2)
{
return keys[key1].priority >= keys[key2].priority;
}
const KeyData *keys;
} keySorter;
InputManager::InputManager() :
mSetupKey(nullptr),
mNewKeyIndex(Input::KEY_NO_VALUE)
{
}
void InputManager::init()
{
for (int i = 0; i < Input::KEY_TOTAL; i++)
{
for (int f = 0; f < KeyFunctionSize; f ++)
{
mKey[i].values[f].type = INPUT_UNKNOWN;
mKey[i].values[f].value = -1;
}
}
mNewKeyIndex = Input::KEY_NO_VALUE;
makeDefault();
retrieve();
keyboard.update();
}
void InputManager::retrieve()
{
for (int i = 0; i < Input::KEY_TOTAL; i++)
{
if (*keyData[i].configField)
{
KeyFunction &kf = mKey[i];
std::string keyStr = config.getValue(keyData[i].configField,
toString(keyData[i].defaultValue));
StringVect keys;
splitToStringVector(keys, keyStr, ',');
StringVectCIter it = keys.begin();
StringVectCIter it_end = keys.end();
int i2 = 0;
for (; it != it_end && i2 < KeyFunctionSize; ++ it)
{
std::string keyStr2 = *it;
if (keyStr.size() < 2)
continue;
int type = INPUT_KEYBOARD;
if ((keyStr2[0] < '0' || keyStr2[0] > '9')
&& keyStr2[0] != '-')
{
switch (keyStr2[0])
{
case 'm':
type = INPUT_MOUSE;
break;
case 'j':
type = INPUT_JOYSTICK;
break;
default:
break;
}
keyStr2 = keyStr2.substr(1);
}
int key = atoi(keyStr2.c_str());
if (key >= -255 && key < SDLK_LAST)
{
kf.values[i2] = KeyItem(type, key);
i2 ++;
}
}
}
}
}
void InputManager::store()
{
for (int i = 0; i < Input::KEY_TOTAL; i++)
{
if (*keyData[i].configField)
{
std::string keyStr;
for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++)
{
const KeyItem &key = mKey[i].values[i2];
if (key.type != INPUT_UNKNOWN)
{
std::string tmp = "k";
switch(key.type)
{
case INPUT_MOUSE:
tmp = "m";
break;
case INPUT_JOYSTICK:
tmp = "j";
break;
default:
break;
}
if (key.value >= 0)
{
if (keyStr.empty())
{
keyStr = tmp + toString(key.value);
}
else
{
keyStr += strprintf(",%s%d", tmp.c_str(), key.value);
}
}
}
}
if (keyStr.empty())
keyStr = "-1";
config.setValue(keyData[i].configField, keyStr);
}
}
}
void InputManager::makeDefault()
{
for (int i = 0; i < Input::KEY_TOTAL; i++)
{
for (size_t i2 = 1; i2 < KeyFunctionSize; i2 ++)
{
mKey[i].values[i2].type = INPUT_UNKNOWN;
mKey[i].values[i2].value = -1;
}
mKey[i].values[0].type = INPUT_KEYBOARD;
mKey[i].values[0].value = keyData[i].defaultValue;
}
}
bool InputManager::hasConflicts(int &key1, int &key2)
{
size_t i;
size_t j;
/**
* No need to parse the square matrix: only check one triangle
* that's enough to detect conflicts
*/
for (i = 0; i < Input::KEY_TOTAL; i++)
{
if (!*keyData[i].configField)
continue;
for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++)
{
if (mKey[i].values[i2].value == Input::KEY_NO_VALUE)
continue;
for (j = i, j++; j < Input::KEY_TOTAL; j++)
{
if ((keyData[i].grp & keyData[j].grp) == 0 ||
!*keyData[i].configField)
{
continue;
}
for (size_t j2 = 0; j2 < KeyFunctionSize; j2 ++)
{
// Allow for item shortcut and emote keys to overlap
// as well as emote and ignore keys, but no other keys
if (mKey[j].values[j2].type != INPUT_UNKNOWN
&& mKey[i].values[i2].value == mKey[j].values[j2].value
&& mKey[i].values[i2].type == mKey[j].values[j2].type)
{
key1 = i;
key2 = j;
return true;
}
}
}
}
}
return false;
}
void InputManager::callbackNewKey()
{
mSetupKey->newKeyCallback(mNewKeyIndex);
}
bool InputManager::isActionActive(int index) const
{
return keyboard.isActionActive(index);
}
KeyFunction &InputManager::getKey(int index)
{
if (index < 0 || index >= Input::KEY_TOTAL)
index = 0;
return mKey[index];
}
std::string InputManager::getKeyStringLong(int index) const
{
std::string keyStr;
for (size_t i = 0; i < KeyFunctionSize; i ++)
{
const KeyItem &key = mKey[index].values[i];
if (key.type == INPUT_KEYBOARD)
{
if (key.value >= 0)
{
std::string str = keyboard.getKeyName(key.value);
if (!str.empty())
{
if (keyStr.empty())
keyStr = str;
else
keyStr += std::string(" ") + str;
}
}
}
}
if (keyStr.empty())
return _("unknown key");
return keyStr;
}
std::string InputManager::getKeyValueString(int index) const
{
std::string keyStr;
for (size_t i = 0; i < KeyFunctionSize; i ++)
{
const KeyItem &key = mKey[index].values[i];
if (key.type == INPUT_KEYBOARD)
{
if (key.value >= 0)
{
std::string str = keyboard.getKeyShortString(
keyboard.getKeyName(key.value));
if (!str.empty())
{
if (keyStr.empty())
keyStr = str;
else
keyStr += std::string(" ") + str;
}
}
}
}
if (keyStr.empty())
return _("u key");
return keyStr;
}
void InputManager::addActionKey(int action, int type, int val)
{
if (action < 0 || action >= Input::KEY_TOTAL)
return;
int idx = -1;
KeyFunction &key = mKey[action];
for (size_t i = 0; i < KeyFunctionSize; i ++)
{
if (key.values[i].type == INPUT_UNKNOWN
|| (key.values[i].type == INPUT_KEYBOARD
&& key.values[i].value == val))
{
idx = i;
break;
}
}
if (idx == -1)
{
for (size_t i = 1; i < KeyFunctionSize; i ++)
{
key.values[i - 1].type = key.values[i].type;
key.values[i - 1].value = key.values[i].value;
}
idx = KeyFunctionSize - 1;
}
key.values[idx] = KeyItem(type, val);
}
void InputManager::setNewKey(const SDL_Event &event)
{
int val = keyboard.getKeyValueFromEvent(event);
addActionKey(mNewKeyIndex, INPUT_KEYBOARD, val);
keyboard.update();
}
void InputManager::unassignKey()
{
KeyFunction &key = mKey[mNewKeyIndex];
for (size_t i = 0; i < KeyFunctionSize; i ++)
{
key.values[i].type = INPUT_UNKNOWN;
key.values[i].value = -1;
}
keyboard.update();
}
bool InputManager::handleEvent(const SDL_Event &event)
{
if (event.type == SDL_KEYDOWN)
{
if (setupWindow && setupWindow->isVisible() &&
getNewKeyIndex() > Input::KEY_NO_VALUE)
{
setNewKey(event);
callbackNewKey();
setNewKeyIndex(Input::KEY_NO_VALUE);
return true;
}
// send straight to gui for certain windows
if (quitDialog || TextDialog::isActive() ||
NpcPostDialog::isActive())
{
try
{
if (guiInput)
guiInput->pushInput(event);
if (gui)
gui->handleInput();
}
catch (const gcn::Exception &e)
{
const char* err = e.getMessage().c_str();
logger->log("Warning: guichan input exception: %s", err);
}
return true;
}
}
try
{
if (guiInput)
guiInput->pushInput(event);
}
catch (const gcn::Exception &e)
{
const char *err = e.getMessage().c_str();
logger->log("Warning: guichan input exception: %s", err);
}
if (gui)
{
bool res = gui->handleInput();
if (res && event.type == SDL_KEYDOWN)
return true;
}
if (event.type == SDL_KEYDOWN)
{
if (handleKeyEvent(event))
return true;
}
return false;
}
bool InputManager::handleKeyEvent(const SDL_Event &event)
{
return keyboard.triggerAction(event);
}
int InputManager::getInputConditionMask()
{
int mask = 1;
if (keyboard.isEnabled())
mask += COND_ENABLED;
if ((!chatWindow || !chatWindow->isInputFocused()) &&
!NpcDialog::isAnyInputFocused() &&
!InventoryWindow::isAnyInputFocused() &&
(!tradeWindow || !tradeWindow->isInpupFocused()))
{
mask += COND_NOINPUT;
}
if (!player_node || !player_node->getAway())
mask += COND_NOAWAY;
if (!setupWindow || !setupWindow->isVisible())
mask += COND_NOSETUP;
if (Game::instance()->getValidSpeed())
mask += COND_VALIDSPEED;
if (!gui->getFocusHandler()->getModalFocused())
mask += COND_NOMODAL;
NpcDialog *dialog = NpcDialog::getActive();
if (!dialog || !dialog->isTextInputFocused())
mask += COND_NONPCINPUT;
if (!player_node || !player_node->getDisableGameModifiers())
mask += COND_EMODS;
if (!isActionActive(Input::KEY_TARGET)
&& !isActionActive(Input::KEY_UNTARGET))
{
mask += COND_NOTARGET;
}
return mask;
}
bool InputManager::checkKey(const KeyData *key, int mask)
{
// logger->log("mask=%d, condition=%d", mask, key->condition);
if (!key || (key->condition & mask) != key->condition)
return false;
return (key->modKeyIndex == Input::KEY_NO_VALUE
|| isActionActive(key->modKeyIndex));
}
bool InputManager::invokeKey(const KeyData *key, int keyNum, int mask)
{
if (checkKey(key, mask))
{
InputEvent evt(keyNum, mask);
if ((*(keyData[keyNum].action))(evt))
return true;
}
return false;
}
void InputManager::updateKeyActionMap(KeyToActionMap &actionMap, int type)
{
actionMap.clear();
for (size_t i = 0; i < Input::KEY_TOTAL; i ++)
{
if (keyData[i].action)
{
KeyFunction &key = mKey[i];
for (size_t i2 = 0; i2 < KeyFunctionSize; i2 ++)
{
if (key.values[i2].type == INPUT_KEYBOARD)
actionMap[key.values[i2].value].push_back(i);
}
}
}
keySorter.keys = &keyData[0];
KeyToActionMapIter it = actionMap.begin();
KeyToActionMapIter it_end = actionMap.end();
for (; it != it_end; ++ it)
{
KeysVector *keys = &it->second;
if (keys->size() > 1)
sort(keys->begin(), keys->end(), keySorter);
}
}