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/*
* Custom keyboard shortcuts configuration
* Copyright (C) 2007 Joshua Langley <joshlangley@optusnet.com.au>
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef KEYBOARDCONFIG_H
#define KEYBOARDCONFIG_H
#include <SDL_types.h>
#include <string>
/**
* Each key represents a key function. Such as 'Move up', 'Attack' etc.
*/
struct KeyFunction
{
const char* configField; /** Field index that is in the config file. */
int defaultValue; /** The default key value used. */
std::string caption; /** The caption value for the key function. */
int value; /** The actual value that is used. */
};
class Setup_Keyboard;
class KeyboardConfig
{
public:
/**
* Initializes the keyboard config explicitly.
*/
void init();
/**
* Retrieve the key values from config file.
*/
void retrieve();
/**
* Store the key values to config file.
*/
void store();
/**
* Make the keys their default values.
*/
void makeDefault();
/**
* Determines if any key assignments are the same as each other.
*/
bool hasConflicts();
/**
* Calls a function back so the key re-assignment(s) can be seen.
*/
void callbackNewKey();
/**
* Obtain the value stored in memory.
*/
int getKeyValue(int index) const
{ return mKey[index].value; }
/**
* Get the index of the new key to be assigned.
*/
int getNewKeyIndex() const
{ return mNewKeyIndex; }
/**
* Get the enable flag, which will stop the user from doing actions.
*/
bool isEnabled() const
{ return mEnabled; }
/**
* Get the key caption, providing more meaning to the user.
*/
const std::string &getKeyCaption(int index) const
{ return mKey[index].caption; }
/**
* Get the key function index by providing the keys value.
*/
int getKeyIndex(int keyValue) const;
/**
* Get the key function index for an emote by providing the offset value.
*/
int getKeyEmoteOffset(int keyValue) const;
/**
* Set the enable flag, which will stop the user from doing actions.
*/
void setEnabled(bool flag)
{ mEnabled = flag; }
/**
* Set the index of the new key to be assigned.
*/
void setNewKeyIndex(int value)
{ mNewKeyIndex = value; }
/**
* Set the value of the new key.
*/
void setNewKey(int value)
{ mKey[mNewKeyIndex].value = value; }
/**
* Set a reference to the key setup window.
*/
void setSetupKeyboard(Setup_Keyboard *setupKey)
{ mSetupKey = setupKey; }
/**
* Checks if the key is active, by providing the key function index.
*/
bool isKeyActive(int index) const;
/**
* Takes a snapshot of all the active keys.
*/
void refreshActiveKeys();
std::string getBindError() const
{ return mBindError; }
/**
* All the key functions.
* KEY_NO_VALUE is used in initialization, and should be unchanged.
* KEY_TOTAL should always be last (used as a conditional in loops).
* The key assignment view gets arranged according to the order of
* these values.
*/
enum KeyAction
{
KEY_NO_VALUE = -1,
KEY_MOVE_UP,
KEY_MOVE_DOWN,
KEY_MOVE_LEFT,
KEY_MOVE_RIGHT,
KEY_ATTACK,
KEY_TARGET_ATTACK,
KEY_EMOTE,
KEY_TALK,
KEY_TARGET,
KEY_TARGET_CLOSEST,
KEY_TARGET_NPC,
KEY_TARGET_PLAYER,
KEY_PICKUP,
KEY_HIDE_WINDOWS,
KEY_SIT,
KEY_SCREENSHOT,
KEY_TRADE,
KEY_PATHFIND,
KEY_SHORTCUT_1,
KEY_SHORTCUT_2,
KEY_SHORTCUT_3,
KEY_SHORTCUT_4,
KEY_SHORTCUT_5,
KEY_SHORTCUT_6,
KEY_SHORTCUT_7,
KEY_SHORTCUT_8,
KEY_SHORTCUT_9,
KEY_SHORTCUT_10,
KEY_SHORTCUT_11,
KEY_SHORTCUT_12,
KEY_WINDOW_HELP,
KEY_WINDOW_STATUS,
KEY_WINDOW_INVENTORY,
KEY_WINDOW_EQUIPMENT,
KEY_WINDOW_SKILL,
KEY_WINDOW_MINIMAP,
KEY_WINDOW_CHAT,
KEY_WINDOW_SHORTCUT,
KEY_WINDOW_SETUP,
KEY_WINDOW_DEBUG,
KEY_WINDOW_PARTY,
KEY_WINDOW_EMOTE_SHORTCUT,
KEY_WINDOW_OUTFIT,
KEY_EMOTE_1,
KEY_EMOTE_2,
KEY_EMOTE_3,
KEY_EMOTE_4,
KEY_EMOTE_5,
KEY_EMOTE_6,
KEY_EMOTE_7,
KEY_EMOTE_8,
KEY_EMOTE_9,
KEY_EMOTE_10,
KEY_EMOTE_11,
KEY_EMOTE_12,
KEY_TOGGLE_CHAT,
KEY_SCROLL_CHAT_UP,
KEY_SCROLL_CHAT_DOWN,
KEY_PREV_CHAT_TAB,
KEY_NEXT_CHAT_TAB,
KEY_OK,
KEY_QUIT,
KEY_IGNORE_INPUT_1,
KEY_IGNORE_INPUT_2,
KEY_TOTAL
};
private:
int mNewKeyIndex; /**< Index of new key to be assigned */
bool mEnabled; /**< Flag to respond to key input */
Setup_Keyboard *mSetupKey; /**< Reference to setup window */
KeyFunction mKey[KEY_TOTAL]; /**< Pointer to all the key data */
Uint8 *mActiveKeys; /**< Stores a list of all the keys */
std::string mBindError;
};
extern KeyboardConfig keyboard;
#endif
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