/*
* Custom keyboard shortcuts configuration
* Copyright (C) 2007 Joshua Langley <joshlangley@optusnet.com.au>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "configuration.h"
#include "keyboardconfig.h"
#include "gui/sdlinput.h"
#include "gui/setup_keyboard.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
struct KeyData
{
const char *configField;
int defaultValue;
std::string caption;
};
// keyData must be in same order as enum keyAction.
static KeyData const keyData[KeyboardConfig::KEY_TOTAL] = {
{"keyMoveUp", SDLK_UP, _("Move Up")},
{"keyMoveDown", SDLK_DOWN, _("Move Down")},
{"keyMoveLeft", SDLK_LEFT, _("Move Left")},
{"keyMoveRight", SDLK_RIGHT, _("Move Right")},
{"keyAttack", SDLK_LCTRL, _("Attack")},
{"keyTargetAttack", SDLK_x, _("Target & Attack")},
{"keySmilie", SDLK_LALT, _("Smilie")},
{"keyTalk", SDLK_t, _("Talk")},
{"keyTarget", SDLK_LSHIFT, _("Stop Attack")},
{"keyTargetClosest", SDLK_a, _("Target Monster")},
{"keyTargetNPC", SDLK_n, _("Target NPC")},
{"keyTargetPlayer", SDLK_q, _("Target Player")},
{"keyPickup", SDLK_z, _("Pickup")},
{"keyHideWindows", SDLK_h, _("Hide Windows")},
{"keyBeingSit", SDLK_s, _("Sit")},
{"keyScreenshot", SDLK_p, _("Screenshot")},
{"keyTrade", SDLK_r, _("Enable/Disable Trading")},
{"keyPathfind", SDLK_f, _("Find Path to Mouse")},
{"keyShortcut1", SDLK_1, strprintf(_("Item Shortcut %d"), 1)},
{"keyShortcut2", SDLK_2, strprintf(_("Item Shortcut %d"), 2)},
{"keyShortcut3", SDLK_3, strprintf(_("Item Shortcut %d"), 3)},
{"keyShortcut4", SDLK_4, strprintf(_("Item Shortcut %d"), 4)},
{"keyShortcut5", SDLK_5, strprintf(_("Item Shortcut %d"), 5)},
{"keyShortcut6", SDLK_6, strprintf(_("Item Shortcut %d"), 6)},
{"keyShortcut7", SDLK_7, strprintf(_("Item Shortcut %d"), 7)},
{"keyShortcut8", SDLK_8, strprintf(_("Item Shortcut %d"), 8)},
{"keyShortcut9", SDLK_9, strprintf(_("Item Shortcut %d"), 9)},
{"keyShortcut10", SDLK_0, strprintf(_("Item Shortcut %d"), 10)},
{"keyShortcut11", SDLK_MINUS, strprintf(_("Item Shortcut %d"), 11)},
{"keyShortcut12", SDLK_EQUALS, strprintf(_("Item Shortcut %d"), 12)},
{"keyWindowHelp", SDLK_F1, _("Help Window")},
{"keyWindowStatus", SDLK_F2, _("Status Window")},
{"keyWindowInventory", SDLK_F3, _("Inventory Window")},
{"keyWindowEquipment", SDLK_F4, _("Equipment Window")},
{"keyWindowSkill", SDLK_F5, _("Skill Window")},
{"keyWindowMinimap", SDLK_F6, _("Minimap Window")},
{"keyWindowChat", SDLK_F7, _("Chat Window")},
{"keyWindowShortcut", SDLK_F8, _("Item Shortcut Window")},
{"keyWindowSetup", SDLK_F9, _("Setup Window")},
{"keyWindowDebug", SDLK_F10, _("Debug Window")},
{"keyWindowSocial", SDLK_F11, _("Social Window")},
{"keyWindowEmoteBar", SDLK_F12, _("Emote Shortcut Window")},
{"keyWindowOutfit", SDLK_o, _("Outfits Window")},
{"keyWearOutfit", SDLK_RCTRL, _("Wear Outfit")},
{"keyCopyOutfit", SDLK_RALT, _("Copy Outfit")},
{"keyEmoteShortcut1", SDLK_1, strprintf(_("Emote Shortcut %d"), 1)},
{"keyEmoteShortcut2", SDLK_2, strprintf(_("Emote Shortcut %d"), 2)},
{"keyEmoteShortcut3", SDLK_3, strprintf(_("Emote Shortcut %d"), 3)},
{"keyEmoteShortcut4", SDLK_4, strprintf(_("Emote Shortcut %d"), 4)},
{"keyEmoteShortcut5", SDLK_5, strprintf(_("Emote Shortcut %d"), 5)},
{"keyEmoteShortcut6", SDLK_6, strprintf(_("Emote Shortcut %d"), 6)},
{"keyEmoteShortcut7", SDLK_7, strprintf(_("Emote Shortcut %d"), 7)},
{"keyEmoteShortcut8", SDLK_8, strprintf(_("Emote Shortcut %d"), 8)},
{"keyEmoteShortcut9", SDLK_9, strprintf(_("Emote Shortcut %d"), 9)},
{"keyEmoteShortcut10", SDLK_0, strprintf(_("Emote Shortcut %d"), 10)},
{"keyEmoteShortcut11", SDLK_MINUS, strprintf(_("Emote Shortcut %d"), 11)},
{"keyEmoteShortcut12", SDLK_EQUALS, strprintf(_("Emote Shortcut %d"), 12)},
{"keyChat", SDLK_RETURN, _("Toggle Chat")},
{"keyChatScrollUp", SDLK_PAGEUP, _("Scroll Chat Up")},
{"keyChatScrollDown", SDLK_PAGEDOWN, _("Scroll Chat Down")},
{"keyChatPrevTab", SDLK_LEFTBRACKET, _("Previous Chat Tab")},
{"keyChatNextTab", SDLK_RIGHTBRACKET, _("Next Chat Tab")},
{"keyOK", SDLK_SPACE, _("Select OK")},
{"keyQuit", SDLK_ESCAPE, _("Quit")},
{"keyIgnoreInput1", SDLK_LSUPER, _("Ignore input 1")},
{"keyIgnoreInput2", SDLK_RSUPER, _("Ignore input 2")}
};
void KeyboardConfig::init()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
mKey[i].configField = keyData[i].configField;
mKey[i].defaultValue = keyData[i].defaultValue;
mKey[i].caption = keyData[i].caption;
mKey[i].value = KEY_NO_VALUE;
}
mNewKeyIndex = KEY_NO_VALUE;
mEnabled = true;
retrieve();
}
void KeyboardConfig::retrieve()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
mKey[i].value = (int) config.getValue(
mKey[i].configField, mKey[i].defaultValue);
}
}
void KeyboardConfig::store()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
config.setValue(mKey[i].configField, mKey[i].value);
}
}
void KeyboardConfig::makeDefault()
{
for (int i = 0; i < KEY_TOTAL; i++)
{
mKey[i].value = mKey[i].defaultValue;
}
}
bool KeyboardConfig::hasConflicts()
{
int i, j;
/**
* No need to parse the square matrix: only check one triangle
* that's enough to detect conflicts
*/
for (i = 0; i < KEY_TOTAL; i++)
{
if (mKey[i].value == KEY_NO_VALUE)
continue;
for (j = i, j++; j < KEY_TOTAL; j++)
{
if (mKey[j].value == KEY_NO_VALUE)
continue;
// Allow collisions between shortcut and emote keys
if ((i >= KEY_SHORTCUT_1 && i <= KEY_SHORTCUT_12) && (j >= KEY_EMOTE_1 && j <= KEY_EMOTE_12))
continue;
// Why?
if (i == KEY_TOGGLE_CHAT && j == KEY_OK)
continue;
// Ignore keys can collide with anything.
if (j == KEY_IGNORE_INPUT_1 || j == KEY_IGNORE_INPUT_2)
continue;
// If the one of the keys is not set, then no conflict can happen.
if (mKey[i].value == -1 || mKey[j].value == -1)
continue;
// Finally test to see if a conflict DOES exist.
if (mKey[i].value == mKey[j].value)
{
mBindError = strprintf(_("Conflict \"%s\" and \"%s\" keys. "
"Resolve them, or gameplay may result"
" in strange behaviour."),
mKey[i].caption.c_str(), mKey[j].caption.c_str());
return true;
}
}
}
mBindError = "";
return false;
}
void KeyboardConfig::callbackNewKey()
{
mSetupKey->newKeyCallback(mNewKeyIndex);
}
int KeyboardConfig::getKeyIndex(int keyValue) const
{
for (int i = 0; i < KEY_TOTAL; i++)
{
if (keyValue == mKey[i].value)
{
return i;
}
}
return KEY_NO_VALUE;
}
int KeyboardConfig::getKeyEmoteOffset(int keyValue) const
{
for (int i = KEY_EMOTE_1; i <= KEY_EMOTE_12; i++)
{
if (keyValue == mKey[i].value)
{
return 1 + i - KEY_EMOTE_1;
}
}
return 0;
}
bool KeyboardConfig::isKeyActive(int index) const
{
if (!mActiveKeys)
return false;
return mActiveKeys[mKey[index].value];
}
void KeyboardConfig::refreshActiveKeys()
{
mActiveKeys = SDL_GetKeyState(NULL);
}