/*
* 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 "game.h"
#include "keyboardconfig.h"
#include "keydata.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/textdialog.h"
#include "gui/tradewindow.h"
#include
#include
#include "debug.h"
InputManager inputManager;
extern QuitDialog *quitDialog;
InputManager::InputManager()
{
}
bool InputManager::handleEvent(const SDL_Event &event)
{
if (event.type == SDL_KEYDOWN)
{
if (setupWindow && setupWindow->isVisible() &&
keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
{
keyboard.setNewKey(event);
keyboard.callbackNewKey();
keyboard.setNewKeyIndex(keyboard.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 (!keyboard.isActionActive(keyboard.KEY_TARGET)
&& !keyboard.isActionActive(keyboard.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 == KeyboardConfig::KEY_NO_VALUE
|| keyboard.isActionActive(key->modKeyIndex));
}