/* * 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 . */ #ifndef INPUTMANAGER_H #define INPUTMANAGER_H #include "inputevent.h" #include "keydata.h" #include #include #include const unsigned int 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