/* * Custom keyboard shortcuts configuration * Copyright (C) 2007 Joshua Langley * Copyright (C) 2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana 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 "gui/setup_keyboard.h" #include "game.h" #include "keyboardconfig.h" #include "gui/gui.h" #include "gui/okdialog.h" #include "gui/widgets/button.h" #include "gui/widgets/layout.h" #include "gui/widgets/listbox.h" #include "gui/widgets/scrollarea.h" #include "utils/gettext.h" #include "utils/stringutils.h" #include #include /** * The list model for key function list. * * \ingroup Interface */ class KeyListModel : public gcn::ListModel { public: /** * Returns the number of elements in container. */ int getNumberOfElements() override { return keyboard.KEY_TOTAL; } /** * Returns element from container. */ std::string getElementAt(int i) override { return mKeyFunctions[i]; } /** * Sets element from container. */ void setElementAt(int i, const std::string &caption) { mKeyFunctions[i] = caption; } private: std::string mKeyFunctions[KeyboardConfig::KEY_TOTAL]; }; Setup_Keyboard::Setup_Keyboard(): mKeyListModel(new KeyListModel), mKeyList(new ListBox(mKeyListModel)), mKeySetting(false) { keyboard.setSetupKeyboard(this); setName(_("Keyboard")); refreshKeys(); mKeyList->addActionListener(this); mKeyList->setFont(monoFont); auto *scrollArea = new ScrollArea(mKeyList); scrollArea->setHorizontalScrollPolicy(gcn::ScrollArea::SHOW_NEVER); mAssignKeyButton = new Button(_("Assign"), "assign", this); mAssignKeyButton->addActionListener(this); mAssignKeyButton->setEnabled(false); mUnassignKeyButton = new Button(_("Unassign"), "unassign", this); mUnassignKeyButton->addActionListener(this); mUnassignKeyButton->setEnabled(false); mMakeDefaultButton = new Button(_("Default"), "makeDefault", this); mMakeDefaultButton->addActionListener(this); // Do the layout place(0, 0, scrollArea, 4, 6).setPadding(2); place(0, 6, mMakeDefaultButton); place(2, 6, mAssignKeyButton); place(3, 6, mUnassignKeyButton); } Setup_Keyboard::~Setup_Keyboard() { delete mKeyList; delete mKeyListModel; delete mAssignKeyButton; delete mUnassignKeyButton; delete mMakeDefaultButton; } void Setup_Keyboard::apply() { keyUnresolved(); if (keyboard.hasConflicts()) { new OkDialog(_("Key Conflict(s) Detected."), keyboard.getBindError()); } keyboard.setEnabled(true); keyboard.store(); } void Setup_Keyboard::cancel() { keyUnresolved(); keyboard.retrieve(); keyboard.setEnabled(true); refreshKeys(); } void Setup_Keyboard::action(const gcn::ActionEvent &event) { if (event.getSource() == mKeyList) { if (!mKeySetting) { mAssignKeyButton->setEnabled(true); mUnassignKeyButton->setEnabled(true); } } else if (event.getId() == "assign") { mKeySetting = true; mAssignKeyButton->setEnabled(false); keyboard.setEnabled(false); int i(mKeyList->getSelected()); keyboard.setNewKeyIndex(i); mKeyListModel->setElementAt(i, keyboard.getKeyCaption(i) + ": ?"); } else if (event.getId() == "unassign") { int i(mKeyList->getSelected()); keyboard.setNewKeyIndex(i); refreshAssignedKey(mKeyList->getSelected()); keyboard.setNewKey(keyboard.KEY_NO_VALUE); mAssignKeyButton->setEnabled(true); } else if (event.getId() == "makeDefault") { keyboard.makeDefault(); refreshKeys(); } } void Setup_Keyboard::refreshAssignedKey(int index) { std::string caption; if (keyboard.getKeyValue(index) == keyboard.KEY_NO_VALUE) caption = keyboard.getKeyCaption(index) + ": "; else { const char *temp = SDL_GetKeyName(keyboard.getKeyValue(index)); caption = strprintf("%-25s", (keyboard.getKeyCaption(index) + ": ").c_str()) + toString(temp); } mKeyListModel->setElementAt(index, caption); if (Game *game = Game::instance()) game->updateWindowMenuCaptions(); } void Setup_Keyboard::newKeyCallback(int index) { mKeySetting = false; refreshAssignedKey(index); mAssignKeyButton->setEnabled(true); } void Setup_Keyboard::refreshKeys() { for (int i = 0; i < keyboard.KEY_TOTAL; i++) { refreshAssignedKey(i); } } void Setup_Keyboard::keyUnresolved() { if (mKeySetting) { newKeyCallback(keyboard.getNewKeyIndex()); keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE); } }