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diff --git a/src/GUIObject.cpp b/src/GUIObject.cpp
index b565d62..c7ca850 100644
--- a/src/GUIObject.cpp
+++ b/src/GUIObject.cpp
@@ -1,1222 +1,1234 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Functions.h"
#include "GUIObject.h"
#include "ThemeManager.h"
#include "InputManager.h"
#include "GUIListBox.h"
#include "GUISlider.h"
#include <algorithm>
#include <iostream>
#include <list>
#include <SDL_ttf.h>
#include "Render.h"
using namespace std;
//Set the GUIObjectRoot to NULL.
GUIObject* GUIObjectRoot=NULL;
//Initialise the event queue.
list<GUIEvent> GUIEventQueue;
//A boolean variable used to skip next mouse up event for GUI (temporary workaround).
bool GUISkipNextMouseUpEvent = false;
void GUIObjectHandleEvents(ImageManager& imageManager, SDL_Renderer& renderer, bool kill){
//Check if we need to reset the skip variable.
if (event.type == SDL_MOUSEBUTTONDOWN) {
GUISkipNextMouseUpEvent = false;
}
//Check if we need to skip event.
if (event.type == SDL_MOUSEBUTTONUP && GUISkipNextMouseUpEvent) {
GUISkipNextMouseUpEvent = false;
} else {
//Make sure that GUIObjectRoot isn't null.
if (GUIObjectRoot)
GUIObjectRoot->handleEvents(renderer);
}
//Check for SDL_QUIT.
if(event.type==SDL_QUIT && kill){
//We get a quit event so enter the exit state.
setNextState(STATE_EXIT);
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
//Keep calling events until there are none left.
while(!GUIEventQueue.empty()){
//Get one event and remove it from the queue.
GUIEvent e=GUIEventQueue.front();
GUIEventQueue.pop_front();
//If an eventCallback exist call it.
if(e.eventCallback){
e.eventCallback->GUIEventCallback_OnEvent(imageManager,renderer,e.name,e.obj,e.eventType);
}
}
//We empty the event queue just to be sure.
GUIEventQueue.clear();
}
GUIObject::GUIObject(ImageManager& imageManager, SDL_Renderer& renderer, int left, int top, int width, int height,
const char* caption, int value,
bool enabled, bool visible, int gravity) :
left(left), top(top), width(width), height(height),
gravity(gravity), value(value),
enabled(enabled), visible(visible),
eventCallback(NULL), state(0),
cachedEnabled(enabled), gravityX(0),
gravityLeft(0), gravityTop(0), gravityRight(0), gravityBottom(0)
{
//Make sure that caption isn't NULL before setting it.
if (caption){
GUIObject::caption = caption;
//And set the cached caption.
cachedCaption = caption;
}
if (width <= 0)
autoWidth = true;
else
autoWidth = false;
inDialog = false;
//Load the gui images.
bmGuiTex = imageManager.loadTexture(getDataPath() + "gfx/gui.png", renderer);
}
GUIObject::~GUIObject(){
//We need to delete every child we have.
for(unsigned int i=0;i<childControls.size();i++){
delete childControls[i];
}
//Deleted the childs now empty the childControls vector.
childControls.clear();
}
void GUIObject::addChild(GUIObject* obj){
//Add widget add a child
childControls.push_back(obj);
//Copy inDialog boolean from parent.
obj->inDialog = inDialog;
}
GUIObject* GUIObject::getChild(const std::string& name){
//Look for a child with the name.
for (unsigned int i = 0; i<childControls.size(); i++)
if (childControls[i]->name == name)
return childControls[i];
//Not found so return NULL.
return NULL;
}
bool GUIObject::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIObject::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(renderer,x,y,draw);
}
}
void GUIObject::onResize() {
}
void GUIObject::refreshCache(bool enabled) {
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0 || width<=0){
//TODO: Only change alpha if only enabled changes.
//Free the cache.
cacheTex.reset(nullptr);
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
//Finally resize the widget
if(autoWidth)
width=-1;
}
}
int GUIObject::getSelectedControl() {
for (int i = 0; i < (int)childControls.size(); i++) {
GUIObject *obj = childControls[i];
if (obj && obj->visible && obj->enabled && obj->state) {
if (dynamic_cast<GUITextBox*>(obj) && obj->state == 2) {
return i;
} else if (dynamic_cast<GUIButton*>(obj) || dynamic_cast<GUICheckBox*>(obj)
|| dynamic_cast<GUISingleLineListBox*>(obj)
|| dynamic_cast<GUISlider*>(obj)
)
{
return i;
}
}
}
return -1;
}
void GUIObject::setSelectedControl(int index) {
for (int i = 0; i < (int)childControls.size(); i++) {
GUIObject *obj = childControls[i];
if (obj && obj->visible && obj->enabled) {
if (dynamic_cast<GUIButton*>(obj) || dynamic_cast<GUICheckBox*>(obj)) {
//It's a button.
obj->state = (i == index) ? 1 : 0;
} else if (dynamic_cast<GUITextBox*>(obj)) {
//It's a text box (or a spin box).
if(i == index) {
obj->state = 2;
} else {
dynamic_cast<GUITextBox*>(obj)->blur();
}
} else if (dynamic_cast<GUISingleLineListBox*>(obj)) {
//It's a single line list box.
obj->state = (i == index) ? 0x100 : 0;
} else if (dynamic_cast<GUISlider*>(obj)) {
//It's a slider.
obj->state = (i == index) ? 0x10000 : 0;
}
}
}
}
int GUIObject::selectNextControl(int direction, int selected) {
//Get the index of currently selected control.
if (selected == 0x80000000) {
selected = getSelectedControl();
}
//Find the next control.
for (int i = 0; i < (int)childControls.size(); i++) {
if (selected < 0) {
selected = 0;
} else {
selected += direction;
if (selected >= (int)childControls.size()) {
selected -= childControls.size();
} else if (selected < 0) {
selected += childControls.size();
}
}
GUIObject *obj = childControls[selected];
if (obj && obj->visible && obj->enabled) {
if (dynamic_cast<GUIButton*>(obj) || dynamic_cast<GUICheckBox*>(obj)
|| dynamic_cast<GUITextBox*>(obj)
|| dynamic_cast<GUISingleLineListBox*>(obj)
|| dynamic_cast<GUISlider*>(obj)
)
{
setSelectedControl(selected);
return selected;
}
}
}
return -1;
}
bool GUIObject::handleKeyboardNavigationEvents(ImageManager& imageManager, SDL_Renderer& renderer, int keyboardNavigationMode) {
if (keyboardNavigationMode == 0) return false;
//Check operation on focused control. These have higher priority.
if (isKeyboardOnly) {
//Check enter key.
if ((keyboardNavigationMode & ReturnControls) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_SELECT)) {
int index = getSelectedControl();
if (index >= 0) {
GUIObject *obj = childControls[index];
if (dynamic_cast<GUIButton*>(obj)) {
//It's a button.
if (obj->eventCallback) {
obj->eventCallback->GUIEventCallback_OnEvent(imageManager, renderer, obj->name, obj, GUIEventClick);
}
return true;
}
if (dynamic_cast<GUICheckBox*>(obj)) {
//It's a check box.
obj->value = obj->value ? 0 : 1;
if (obj->eventCallback) {
obj->eventCallback->GUIEventCallback_OnEvent(imageManager, renderer, obj->name, obj, GUIEventClick);
}
return true;
}
}
}
//Check left/right key.
if ((keyboardNavigationMode & LeftRightControls) != 0 && (inputMgr.isKeyDownEvent(INPUTMGR_LEFT) || inputMgr.isKeyDownEvent(INPUTMGR_RIGHT))) {
int index = getSelectedControl();
if (index >= 0) {
GUIObject *obj = childControls[index];
auto sllb = dynamic_cast<GUISingleLineListBox*>(obj);
if (sllb) {
//It's a single line list box.
int newValue = sllb->value + (inputMgr.isKeyDownEvent(INPUTMGR_RIGHT) ? 1 : -1);
if (newValue >= (int)sllb->item.size()) {
newValue -= sllb->item.size();
} else if (newValue < 0) {
newValue += sllb->item.size();
}
if (sllb->value != newValue) {
sllb->value = newValue;
if (obj->eventCallback) {
obj->eventCallback->GUIEventCallback_OnEvent(imageManager, renderer, obj->name, obj, GUIEventClick);
}
}
return true;
}
auto slider = dynamic_cast<GUISlider*>(obj);
if (slider) {
//It's a slider.
int newValue = slider->value + (inputMgr.isKeyDownEvent(INPUTMGR_RIGHT) ? slider->largeChange : -slider->largeChange);
newValue = clamp(newValue, slider->minValue, slider->maxValue);
if (slider->value != newValue) {
slider->value = newValue;
if (obj->eventCallback) {
obj->eventCallback->GUIEventCallback_OnEvent(imageManager, renderer, obj->name, obj, GUIEventChange);
}
}
return true;
}
}
}
}
+ //Check if we need to exclude printable characters
+ bool excludePrintable = false;
+ {
+ int index = getSelectedControl();
+ if (index >= 0) {
+ GUIObject *obj = childControls[index];
+ if (dynamic_cast<GUITextBox*>(obj)) {
+ excludePrintable = true;
+ }
+ }
+ }
+
//Check focus movement
int m = SDL_GetModState();
- if (((keyboardNavigationMode & LeftRightFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_RIGHT))
- || ((keyboardNavigationMode & UpDownFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_DOWN))
- || ((keyboardNavigationMode & TabFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_TAB) && (m & KMOD_SHIFT) == 0)
+ if (((keyboardNavigationMode & LeftRightFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_RIGHT, excludePrintable))
+ || ((keyboardNavigationMode & UpDownFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_DOWN, excludePrintable))
+ || ((keyboardNavigationMode & TabFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_TAB, excludePrintable) && (m & KMOD_SHIFT) == 0)
)
{
isKeyboardOnly = true;
selectNextControl(1);
return true;
- } else if (((keyboardNavigationMode & LeftRightFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_LEFT))
- || ((keyboardNavigationMode & UpDownFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_UP))
- || ((keyboardNavigationMode & TabFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_TAB) && (m & KMOD_SHIFT) != 0)
+ } else if (((keyboardNavigationMode & LeftRightFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_LEFT, excludePrintable))
+ || ((keyboardNavigationMode & UpDownFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_UP, excludePrintable))
+ || ((keyboardNavigationMode & TabFocus) != 0 && inputMgr.isKeyDownEvent(INPUTMGR_TAB, excludePrintable) && (m & KMOD_SHIFT) != 0)
)
{
isKeyboardOnly = true;
selectNextControl(-1);
return true;
}
return false;
}
//////////////GUIButton///////////////////////////////////////////////////////////////////
bool GUIButton::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//We don't update button state under keyboard only mode.
if (!isKeyboardOnly) {
//Set state to 0.
state = 0;
//Only check for events when the object is both enabled and visible.
if (enabled && visible) {
//The mouse location (x=i, y=j) and the mouse button (k).
int i, j, k;
k = SDL_GetMouseState(&i, &j);
//Check if the mouse is inside the widget.
if (i >= x && i < x + width && j >= y && j < y + height) {
//We have hover so set state to one.
state = 1;
//Check for a mouse button press.
if (k&SDL_BUTTON(1))
state = 2;
//Check if there's a mouse press and the event hasn't been already processed.
if (event.type == SDL_MOUSEBUTTONUP && event.button.button == SDL_BUTTON_LEFT && !b) {
//If event callback is configured then add an event to the queue.
if (eventCallback) {
GUIEvent e = { eventCallback, name, this, GUIEventClick };
GUIEventQueue.push_back(e);
}
//Event has been processed.
b = true;
}
}
}
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIButton::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
refreshCache(enabled);
//Get the text and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Update cache if needed.
if(!cacheTex){
SDL_Color color = objThemes.getTextColor(inDialog);
if(!smallFont) {
cacheTex = textureFromText(renderer, *fontGUI, lp, color);
} else {
cacheTex = textureFromText(renderer, *fontGUISmall, lp, color);
}
//Make the widget transparent if it's disabled.
if(!enabled) {
SDL_SetTextureAlphaMod(cacheTex.get(), 128);
}
//Calculate proper size for the widget.
if(width<=0){
width=textureWidth(*cacheTex)+50;
if(gravity==GUIGravityCenter){
gravityX=int(width/2);
}else if(gravity==GUIGravityRight){
gravityX=width;
}else{
gravityX=0;
}
}
}
if(draw){
//Center the text both vertically as horizontally.
const SDL_Rect size = rectFromTexture(*cacheTex);
const int drawX=x-gravityX+(width-size.w)/2;
const int drawY=y+(height-size.h)/2-GUI_FONT_RAISE;
//Check if the arrows don't fall of.
if(size.w+32<=width){
if(state==1){
if(inDialog){
applyTexture(x-gravityX+(width-size.w)/2+4+size.w+5,y+2,*arrowLeft2,renderer);
applyTexture(x-gravityX+(width-size.w)/2-25,y+2,*arrowRight2,renderer);
}else{
applyTexture(x-gravityX+(width-size.w)/2+4+size.w+5,y+2,*arrowLeft1,renderer);
applyTexture(x-gravityX+(width-size.w)/2-25,y+2,*arrowRight1,renderer);
}
}else if(state==2){
if(inDialog){
applyTexture(x-gravityX+(width-size.w)/2+4+size.w,y+2,*arrowLeft2,renderer);
applyTexture(x-gravityX+(width-size.w)/2-20,y+2,*arrowRight2,renderer);
}else{
applyTexture(x-gravityX+(width-size.w)/2+4+size.w,y+2,*arrowLeft1,renderer);
applyTexture(x-gravityX+(width-size.w)/2-20,y+2,arrowRight1,renderer);
}
}
}
//Draw the text.
applyTexture(drawX, drawY, *cacheTex, renderer);
}
}
}
//////////////GUICheckBox///////////////////////////////////////////////////////////////////
bool GUICheckBox::handleEvents(SDL_Renderer&,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//We don't update state under keyboard only mode.
if (!isKeyboardOnly) {
//Set state to 0.
state = 0;
//Only check for events when the object is both enabled and visible.
if (enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i, j, k;
k = SDL_GetMouseState(&i, &j);
//Check if the mouse is inside the widget.
if (i >= x && i < x + width && j >= y && j < y + height){
//We have hover so set state to one.
state = 1;
//Check for a mouse button press.
if (k&SDL_BUTTON(1))
state = 2;
//Check if there's a mouse press and the event hasn't been already processed.
if (event.type == SDL_MOUSEBUTTONUP && event.button.button == SDL_BUTTON_LEFT && !b){
//It's a checkbox so toggle the value.
value = value ? 0 : 1;
//If event callback is configured then add an event to the queue.
if (eventCallback){
GUIEvent e = { eventCallback, name, this, GUIEventClick };
GUIEventQueue.push_back(e);
}
//Event has been processed.
b = true;
}
}
}
}
return b;
}
void GUICheckBox::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
refreshCache(enabled);
//Draw the highlight in keyboard only mode.
if (isKeyboardOnly && state && draw) {
drawGUIBox(x, y, width, height, renderer, 0xFFFFFF40);
}
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//Update the cache if needed.
if(!cacheTex){
SDL_Color color = objThemes.getTextColor(inDialog);
cacheTex=textureFromText(renderer,*fontText,lp,color);
}
if(draw){
//Calculate the location, center it vertically.
const int drawX=x;
const int drawY=y+(height - textureHeight(*cacheTex))/2;
//Draw the text
applyTexture(drawX, drawY, *cacheTex, renderer);
}
}
if(draw){
//Draw the check (or not).
//value*16 determines where in the gui textures we draw from.
//if(value==1||value==2)
// r1.x=value*16;
const SDL_Rect srcRect={value*16,0,16,16};
const SDL_Rect dstRect={x+width-20, y+(height-16)/2, 16, 16};
//Get the right image depending on the state of the object.
SDL_RenderCopy(&renderer, bmGuiTex.get(), &srcRect, &dstRect);
}
}
//////////////GUILabel///////////////////////////////////////////////////////////////////
bool GUILabel::handleEvents(SDL_Renderer&,int ,int ,bool ,bool ,bool processed){
return processed;
}
void GUILabel::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
refreshCache(enabled);
//Get the absolute x and y location.
x+=left;
y+=top;
//Rectangle the size of the widget.
SDL_Rect r;
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//Get the caption and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Update cache if needed.
if(!cacheTex){
SDL_Color color = objThemes.getTextColor(inDialog);
cacheTex=textureFromText(renderer, *fontText, lp, color);
if(width<=0)
width=textureWidth(*cacheTex);
}
//Align the text properly and draw it.
if(draw){
const SDL_Rect size = rectFromTexture(*cacheTex);
if(gravity==GUIGravityCenter)
gravityX=(width-size.w)/2;
else if(gravity==GUIGravityRight)
gravityX=width-size.w;
else
gravityX=0;
r.y=y+(height - size.h)/2;
r.x+=gravityX;
applyTexture(r.x, r.y, cacheTex, renderer);
}
}
}
//////////////GUITextBox///////////////////////////////////////////////////////////////////
void GUITextBox::backspaceChar(){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
if(highlightStart==highlightEnd&&highlightStart>0){
int advance = 0;
// this is proper UTF-8 support
int ch = utf8ReadBackward(caption.c_str(), highlightStart); // we obtain new highlightStart from this
if (ch > 0) TTF_GlyphMetrics(fontText, ch, NULL, NULL, NULL, NULL, &advance);
highlightEndX = highlightStartX = highlightEndX - advance;
caption.erase(highlightStart, highlightEnd - highlightStart);
highlightEnd = highlightStart;
} else if (highlightStart<highlightEnd){
caption.erase(highlightStart,highlightEnd-highlightStart);
highlightEnd=highlightStart;
highlightEndX=highlightStartX;
}else{
caption.erase(highlightEnd,highlightStart-highlightEnd);
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}
void GUITextBox::deleteChar(){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
if(highlightStart==highlightEnd){
// this is proper utf8 support
int i = highlightEnd;
utf8ReadForward(caption.c_str(), i);
if (i > highlightEnd) caption.erase(highlightEnd, i - highlightEnd);
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}else if(highlightStart<highlightEnd){
caption.erase(highlightStart,highlightEnd-highlightStart);
highlightEnd=highlightStart;
highlightEndX=highlightStartX;
}else{
caption.erase(highlightEnd,highlightStart-highlightEnd);
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}
void GUITextBox::moveCarrotLeft(){
if(highlightEnd>0){
int advance = 0;
// this is proper UTF-8 support
int ch = utf8ReadBackward(caption.c_str(), highlightEnd); // we obtain new highlightEnd from this
if (ch > 0) TTF_GlyphMetrics(fontText, ch, NULL, NULL, NULL, NULL, &advance);
if(SDL_GetModState() & KMOD_SHIFT){
highlightEndX-=advance;
}else{
highlightStart=highlightEnd;
highlightStartX=highlightEndX=highlightEndX-advance;
}
}else{
if((SDL_GetModState() & KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
}
tick=15;
}
void GUITextBox::moveCarrotRight(){
if(highlightEnd<caption.length()){
int advance = 0;
// this is proper UTF-8 support
int ch = utf8ReadForward(caption.c_str(), highlightEnd); // we obtain new highlightEnd from this
if (ch > 0) TTF_GlyphMetrics(fontText, ch, NULL, NULL, NULL, NULL, &advance);
if(SDL_GetModState() & KMOD_SHIFT){
highlightEndX+=advance;
}else{
highlightStartX=highlightEndX=highlightEndX+advance;
highlightStart=highlightEnd;
}
}else{
if((SDL_GetModState() & KMOD_SHIFT)==0){
highlightStart=highlightEnd;
highlightStartX=highlightEndX;
}
}
tick=15;
}
void GUITextBox::updateText(const std::string& text) {
caption = text;
updateSelection(0, 0);
}
void GUITextBox::updateSelection(int start, int end) {
start = clamp(start, 0, caption.size());
end = clamp(end, 0, caption.size());
highlightStart = start;
highlightStartX = 0;
highlightEnd = end;
highlightEndX = 0;
if (start > 0) {
TTF_SizeUTF8(fontText, caption.substr(0, start).c_str(), &highlightStartX, NULL);
}
if (end > 0) {
TTF_SizeUTF8(fontText, caption.substr(0, end).c_str(), &highlightEndX, NULL);
}
}
void GUITextBox::inputText(const char* s) {
int m = strlen(s);
if (m > 0){
if (highlightStart == highlightEnd) {
caption.insert((size_t)highlightStart, s);
highlightStart += m;
highlightEnd = highlightStart;
} else if (highlightStart < highlightEnd) {
caption.erase(highlightStart, highlightEnd - highlightStart);
caption.insert((size_t)highlightStart, s);
highlightStart += m;
highlightEnd = highlightStart;
highlightEndX = highlightStartX;
} else {
caption.erase(highlightEnd, highlightStart - highlightEnd);
caption.insert((size_t)highlightEnd, s);
highlightEnd += m;
highlightStart = highlightEnd;
highlightStartX = highlightEndX;
}
int advance = 0;
for (int i = 0;;) {
int a = 0;
int ch = utf8ReadForward(s, i);
if (ch <= 0) break;
TTF_GlyphMetrics(fontText, ch, NULL, NULL, NULL, NULL, &a);
advance += a;
}
highlightStartX = highlightEndX = highlightStartX + advance;
//If there is an event callback then call it.
if (eventCallback){
GUIEvent e = { eventCallback, name, this, GUIEventChange };
GUIEventQueue.push_back(e);
}
}
}
void GUITextBox::blur(){
state = 0;
highlightStart=highlightStartX=0;
highlightEnd=highlightEndX=0;
}
bool GUITextBox::handleEvents(SDL_Renderer&,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left-gravityX;
y+=top;
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
SDL_Keycode key=event.key.keysym.sym;
if ((event.key.keysym.mod & KMOD_CTRL) == 0) {
//Check if the key is supported.
if (event.key.keysym.sym == SDLK_BACKSPACE){
backspaceChar();
} else if (event.key.keysym.sym == SDLK_DELETE){
deleteChar();
} else if (event.key.keysym.sym == SDLK_RIGHT){
moveCarrotRight();
} else if (event.key.keysym.sym == SDLK_LEFT){
moveCarrotLeft();
}
} else {
//Check hotkey.
if (event.key.keysym.sym == SDLK_a) {
//Select all.
highlightStart = 0;
highlightStartX = 0;
highlightEnd = caption.size();
highlightEndX = 0;
if (highlightEnd > 0) {
TTF_SizeUTF8(fontText, caption.c_str(), &highlightEndX, NULL);
}
} else if (event.key.keysym.sym == SDLK_x || event.key.keysym.sym == SDLK_c) {
//Cut or copy.
int start = highlightStart, end = highlightEnd;
if (start > end) std::swap(start, end);
if (start < end) {
SDL_SetClipboardText(caption.substr(start, end - start).c_str());
if (event.key.keysym.sym == SDLK_x) {
//Cut.
backspaceChar();
}
}
} else if (event.key.keysym.sym == SDLK_v) {
//Paste.
if (SDL_HasClipboardText()) {
char *s = SDL_GetClipboardText();
inputText(s);
SDL_free(s);
}
}
}
//The event has been processed.
b = true;
} else if (state == 2 && event.type == SDL_TEXTINPUT && !b){
inputText(event.text.text);
//The event has been processed.
b = true;
} else if (state == 2 && event.type == SDL_TEXTEDITING && !b){
// TODO: process SDL_TEXTEDITING event
}
//Only process mouse event when not in keyboard only mode
if (!isKeyboardOnly) {
//The mouse location (x=i, y=j) and the mouse button (k).
int i, j, k;
k = SDL_GetMouseState(&i, &j);
//Check if the mouse is inside the widget.
if (i >= x && i < x + width && j >= y && j < y + height){
//We can only increase our state. (nothing->hover->focus).
if (state != 2){
state = 1;
}
//Also update the cursor type.
currentCursor = CURSOR_CARROT;
//Move carrot and highlightning according to mouse input.
int clickX = i - x - 2;
int finalPos = 0;
int finalX = 0;
if (cacheTex&&!caption.empty()){
finalPos = caption.length();
for (int i = 0;;){
int advance = 0;
// this is proper UTF-8 support
int i0 = i;
int ch = utf8ReadForward(caption.c_str(), i);
if (ch <= 0) break;
TTF_GlyphMetrics(fontText, ch, NULL, NULL, NULL, NULL, &advance);
finalX += advance;
if (clickX < finalX - advance / 2){
finalPos = i0;
finalX -= advance;
break;
}
}
}
if (event.type == SDL_MOUSEBUTTONUP && state == 2){
state = 2;
highlightEnd = finalPos;
highlightEndX = finalX;
} else if (event.type == SDL_MOUSEBUTTONDOWN){
state = 2;
highlightStart = highlightEnd = finalPos;
highlightStartX = highlightEndX = finalX;
} else if (event.type == SDL_MOUSEMOTION && (k&SDL_BUTTON(1)) && state == 2){
state = 2;
highlightEnd = finalPos;
highlightEndX = finalX;
}
} else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if (state == 1){
state = 0;
}
//If it's a click event outside the textbox then we blur.
if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT){
blur();
}
}
}
}
return b;
}
void GUITextBox::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
refreshCache(enabled);
if(draw){
//Default background opacity
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,renderer,color);
}
//Rectangle used for drawing.
SDL_Rect r{0,0,0,0};
//Get the text and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
if(!cacheTex) {
//Draw the text.
cacheTex=textureFromText(renderer,*fontText,lp,objThemes.getTextColor(true));
}
if(draw){
//Only draw the carrot and highlight when focus.
if(state==2){
//Place the highlighted area.
r.x=x+4;
r.y=y+3;
r.h=height-6;
if(highlightStart<highlightEnd){
r.x+=highlightStartX;
r.w=highlightEndX-highlightStartX;
}else{
r.x+=highlightEndX;
r.w=highlightStartX-highlightEndX;
}
//Draw the area.
//SDL_FillRect(screen,&r,SDL_MapRGB(screen->format,128,128,128));
SDL_SetRenderDrawColor(&renderer, 128,128,128,255);
SDL_RenderFillRect(&renderer, &r);
//Ticking carrot.
if(tick<16){
//Show carrot: 15->0.
r.x=x+highlightEndX+2;
r.y=y+3;
r.h=height-6;
r.w=2;
//SDL_FillRect(screen,&r,SDL_MapRGB(screen->format,0,0,0));
SDL_SetRenderDrawColor(&renderer,0,0,0,255);
SDL_RenderFillRect(&renderer, &r);
//Reset: 32 or count down.
if(tick<=0)
tick=32;
else
tick--;
}else{
//Hide carrot: 32->16.
tick--;
}
}
//Calculate the location, center it vertically.
SDL_Rect dstRect=rectFromTexture(*cacheTex);
dstRect.x=x+4;
dstRect.y=y+(height-dstRect.h)/2;
dstRect.w=std::min(width-2, dstRect.w);
//Draw the text.
const SDL_Rect srcRect={0,0,width-2,25};
SDL_RenderCopy(&renderer, cacheTex.get(), &srcRect, &dstRect);
}
}else{
//Only draw the carrot when focus.
if(state==2&&draw){
//Ticking carrot.
if (tick<16){
//Show carrot: 15->0.
r.x = x + 4;
r.y = y + 4;
r.w = 2;
r.h = height - 8;
//SDL_FillRect(screen,&r,SDL_MapRGB(screen->format,0,0,0));
SDL_SetRenderDrawColor(&renderer, 0, 0, 0, 255);
SDL_RenderFillRect(&renderer, &r);
//Reset: 32 or count down.
if (tick <= 0)
tick = 32;
else
tick--;
} else{
//Hide carrot: 32->16.
tick--;
}
}
}
}
//////////////GUIFrame///////////////////////////////////////////////////////////////////
bool GUIFrame::handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The widget is only enabled when its parent are enabled.
enabled=enabled && this->enabled;
//The widget is only enabled when its parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(renderer,x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIFrame::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing this widget when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0 || width<=0){
//Free the cache.
cacheTex.reset(nullptr);
//And cache the new values.
cachedEnabled=enabled;
cachedCaption=caption;
//Finally resize the widget.
if(autoWidth)
width=-1;
}
//Draw fill and borders.
if(draw){
Uint32 color=0xDDDDDDFF;
drawGUIBox(x,y,width,height,renderer,color);
}
//Get the title text and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
//Update cache if needed.
if(!cacheTex) {
cacheTex = textureFromText(renderer, *fontGUI, lp, objThemes.getTextColor(true));
}
//Draw the text.
if(draw) {
applyTexture(x+(width-textureWidth(*cacheTex))/2, y+6-GUI_FONT_RAISE, *cacheTex, renderer);
}
}
//We now need to draw all the children.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(renderer,x,y,draw);
}
}
//////////////GUIImage///////////////////////////////////////////////////////////////////
GUIImage::~GUIImage(){
}
bool GUIImage::handleEvents(SDL_Renderer&,int ,int ,bool ,bool ,bool processed){
return processed;
}
void GUIImage::fitToImage(){
const SDL_Rect imageSize = rectFromTexture(*image);
//Increase or decrease the width and height to fully show the image.
if(clip.w!=0) {
width=clip.w;
} else {
width=imageSize.w;
}
if(clip.h!=0) {
height=clip.h;
} else {
height=imageSize.h;
}
}
void GUIImage::render(SDL_Renderer& renderer, int x,int y,bool draw){
//There's no need drawing the widget when it's invisible.
//Also make sure the image isn't null.
if(!visible || !image)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Create a clip rectangle.
SDL_Rect r=clip;
//The width and height are capped by the GUIImage itself.
if(r.w>width || r.w==0) {
r.w=width;
}
if(r.h>height || r.h==0) {
r.h=height;
}
const SDL_Rect dstRect={x,y,r.w,r.h};
SDL_RenderCopy(&renderer, image.get(), &r, &dstRect);
}
diff --git a/src/InputManager.cpp b/src/InputManager.cpp
index 37032f4..337c2a8 100644
--- a/src/InputManager.cpp
+++ b/src/InputManager.cpp
@@ -1,582 +1,593 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "InputManager.h"
#include "Globals.h"
#include "Settings.h"
#include "Functions.h"
#include "GUIObject.h"
#include "GUIListBox.h"
#include <stdlib.h>
#include <stdio.h>
#include <string>
#include <iostream>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
InputManager inputMgr;
//the order must be the same as InputManagerKeys
static const char* keySettingNames[INPUTMGR_MAX]={
"key_up","key_down","key_left","key_right","key_jump","key_action","key_space","key_cancelRecording",
"key_escape","key_restart","key_tab","key_save","key_load","key_swap",
"key_teleport","key_suicide","key_shift","key_next","key_previous","key_select"
};
//the order must be the same as InputManagerKeys
static const char* keySettingDescription[INPUTMGR_MAX]={
__("Up (in menu)"),__("Down (in menu)"),__("Left"),__("Right"),__("Jump"),__("Action"),__("Space (Record)"),__("Cancel recording"),
__("Escape"),__("Restart"),__("Tab (View shadow/Level prop.)"),__("Save game (in editor)"),__("Load game"),__("Swap (in editor)"),
__("Teleport (in editor)"),__("Suicide (in editor)"),__("Shift (in editor)"),__("Next block type (in Editor)"),
__("Previous block type (in editor)"), __("Select (in menu)")
};
InputManagerKeyCode::InputManagerKeyCode(int sym_, int mod_)
: type(KEYBOARD), sym(sym_), mod(mod_)
{
// normalize a bit
if (sym == 0) {
mod = 0;
} else {
mod = ((mod & KMOD_CTRL) ? KMOD_CTRL : 0)
| ((mod & KMOD_ALT) ? KMOD_ALT : 0)
| ((mod & KMOD_SHIFT) ? KMOD_SHIFT : 0);
if (sym == SDLK_LCTRL || sym == SDLK_RCTRL) mod &= ~KMOD_CTRL;
if (sym == SDLK_LALT || sym == SDLK_RALT) mod &= ~KMOD_ALT;
if (sym == SDLK_LSHIFT || sym == SDLK_RSHIFT) mod &= ~KMOD_SHIFT;
}
}
InputManagerKeyCode::InputManagerKeyCode(InputType type_, int buttonIndex_, int buttonValue_)
: type(type_), buttonIndex(buttonIndex_), buttonValue(buttonValue_)
{
}
InputManagerKeyCode InputManagerKeyCode::createFromString(const std::string& s) {
int i, j, lp;
if (s.find("JoystickAxis;") == 0) {
lp = s.find(';');
if (sscanf(s.c_str() + (lp + 1), "%d;%d", &i, &j) == 2) {
return InputManagerKeyCode(JOYSTICK_AXIS, i, j);
}
} else if (s.find("JoystickButton;") == 0) {
lp = s.find(';');
if (sscanf(s.c_str() + (lp + 1), "%d", &i) == 1) {
return InputManagerKeyCode(JOYSTICK_BUTTON, i, 0);
}
} else if (s.find("JoystickHat;") == 0) {
lp = s.find(';');
if (sscanf(s.c_str() + (lp + 1), "%d;%d", &i, &j) == 2) {
return InputManagerKeyCode(JOYSTICK_HAT, i, j);
}
} else {
i = atoi(s.c_str());
j = 0;
if (i) {
if (s.find(";Ctrl") != std::string::npos) j |= KMOD_CTRL;
if (s.find(";Alt") != std::string::npos) j |= KMOD_ALT;
if (s.find(";Shift") != std::string::npos) j |= KMOD_SHIFT;
}
return InputManagerKeyCode(i, j);
}
fprintf(stderr, "ERROR: Can't parse '%s' as InputManagerKeyCode\n", s.c_str());
return InputManagerKeyCode();
}
std::string InputManagerKeyCode::toString() const {
std::ostringstream str;
switch (type) {
default:
if (sym == 0) {
return std::string();
} else {
str << sym;
if (mod & KMOD_CTRL) str << ";Ctrl";
if (mod & KMOD_ALT) str << ";Alt";
if (mod & KMOD_SHIFT) str << ";Shift";
return str.str();
}
break;
case JOYSTICK_AXIS:
str << "JoystickAxis;" << buttonIndex << ";" << buttonValue;
return str.str();
break;
case JOYSTICK_BUTTON:
str << "JoystickButton;" << buttonIndex;
return str.str();
break;
case JOYSTICK_HAT:
str << "JoystickHat;" << buttonIndex << ";" << buttonValue;
return str.str();
break;
}
}
std::string InputManagerKeyCode::describe() const {
switch (type) {
default:
if (sym == 0) {
return std::string();
} else {
std::ostringstream str;
if (mod & KMOD_CTRL) str << "Ctrl+";
if (mod & KMOD_ALT) str << "Alt+";
if (mod & KMOD_SHIFT) str << "Shift+";
const char* s = SDL_GetKeyName(sym);
if (s != NULL){
str << (dictionaryManager != NULL ? dictionaryManager->get_dictionary().translate_ctxt("keys", s).c_str() : s);
} else{
/// TRANSLAOTRS: This is used when the name of the key code is not found.
str << tfm::format(_("(Key %d)"), sym);
}
return str.str();
}
break;
case JOYSTICK_AXIS:
return tfm::format(_("Joystick axis %d %s"), buttonIndex, buttonValue > 0 ? "+" : "-");
break;
case JOYSTICK_BUTTON:
return tfm::format(_("Joystick button %d"), buttonIndex);
break;
case JOYSTICK_HAT:
switch (buttonValue){
case SDL_HAT_LEFT:
return tfm::format(_("Joystick hat %d left"), buttonIndex);
break;
case SDL_HAT_RIGHT:
return tfm::format(_("Joystick hat %d right"), buttonIndex);
break;
case SDL_HAT_UP:
return tfm::format(_("Joystick hat %d up"), buttonIndex);
break;
case SDL_HAT_DOWN:
return tfm::format(_("Joystick hat %d down"), buttonIndex);
break;
default:
fprintf(stderr, "ERROR: Invalid joystick hat value %d\n", buttonValue);
/// TRANSLAOTRS: This is used when the JOYSTICK_HAT value is invalid.
return tfm::format(_("Joystick hat %d %d"), buttonIndex, buttonValue);
break;
}
break;
}
}
bool InputManagerKeyCode::empty() const {
return type == KEYBOARD && sym == 0;
}
std::string InputManagerKeyCode::describeTwo(const InputManagerKeyCode& keyCode, const InputManagerKeyCode& keyCodeAlt) {
std::string s = keyCode.describe();
if (!keyCodeAlt.empty()) {
if (!keyCode.empty()) {
s += " ";
s += _("OR");
s += " ";
}
s += keyCodeAlt.describe();
}
return s;
}
bool InputManagerKeyCode::operator == (const InputManagerKeyCode& rhs) const {
return type == rhs.type && sym == rhs.sym && ((type == KEYBOARD && sym == 0) || mod == rhs.mod);
}
bool InputManagerKeyCode::contains(const InputManagerKeyCode& rhs) const {
if (type == KEYBOARD && rhs.type == KEYBOARD) {
if ((mod & KMOD_CTRL) == 0 && (rhs.mod & KMOD_CTRL) != 0) return false;
if ((mod & KMOD_ALT) == 0 && (rhs.mod & KMOD_ALT) != 0) return false;
if ((mod & KMOD_SHIFT) == 0 && (rhs.mod & KMOD_SHIFT) != 0) return false;
if ((mod & KMOD_CTRL) != 0 && (rhs.mod & KMOD_CTRL) == 0) {
if (rhs.sym == SDLK_LCTRL || rhs.sym == SDLK_RCTRL) return true;
}
if ((mod & KMOD_ALT) != 0 && (rhs.mod & KMOD_ALT) == 0) {
if (rhs.sym == SDLK_LALT || rhs.sym == SDLK_RALT) return true;
}
if ((mod & KMOD_SHIFT) != 0 && (rhs.mod & KMOD_SHIFT) == 0) {
if (rhs.sym == SDLK_LSHIFT || rhs.sym == SDLK_RSHIFT) return true;
}
}
return false;
}
//A class that handles the gui events of the inputDialog.
class InputDialogHandler:public GUIEventCallback{
private:
//the list box which contains keys.
GUIListBox* listBox;
//the parent object.
InputManager* parent;
//update specified key config item
void updateConfigItem(SDL_Renderer& renderer,int index){
//Get the description of the key.
std::string s=_(keySettingDescription[index]);
s+=": ";
//Get the key code name.
s += InputManagerKeyCode::describeTwo(
parent->getKeyCode((InputManagerKeys)index, false),
parent->getKeyCode((InputManagerKeys)index, true)
);
//Update item.
listBox->updateItem(renderer, index, s);
}
public:
//Constructor.
InputDialogHandler(SDL_Renderer& renderer,GUIListBox* listBox,InputManager* parent):listBox(listBox),parent(parent){
//load the available keys to the list box.
for(int i=0;i<INPUTMGR_MAX;i++){
//Get the description of the key.
std::string s=_(keySettingDescription[i]);
s+=": ";
//Get key code name.
s += InputManagerKeyCode::describeTwo(
parent->getKeyCode((InputManagerKeys)i, false),
parent->getKeyCode((InputManagerKeys)i, true)
);
//Add item.
listBox->addItem(renderer, s);
}
}
virtual ~InputDialogHandler(){}
//When a key is pressed call this to set the key to currently-selected item.
void onKeyDown(SDL_Renderer& renderer,const InputManagerKeyCode& keyCode){
//Check if an item is selected.
int index=listBox->value;
if(index<0 || index>=INPUTMGR_MAX) return;
//Get the existing keys.
auto key = parent->getKeyCode((InputManagerKeys)index, false);
auto altKey = parent->getKeyCode((InputManagerKeys)index, true);
//SDLK_BACKSPACE will erase the last key if there are keys.
if (keyCode == InputManagerKeyCode(SDLK_BACKSPACE) && (!key.empty() || !altKey.empty())) {
if (!altKey.empty()) {
parent->setKeyCode((InputManagerKeys)index, InputManagerKeyCode(), true);
} else {
parent->setKeyCode((InputManagerKeys)index, InputManagerKeyCode(), false);
}
updateConfigItem(renderer, index);
} else if (keyCode == key || keyCode == altKey) {
//Do nothing if keyCode is equal to one of the existing keys.
} else if (key.empty() || (altKey.empty() && keyCode.contains(key))) {
//Update the main key if there isn't one.
parent->setKeyCode((InputManagerKeys)index, keyCode, false);
updateConfigItem(renderer, index);
} else if (altKey.empty() || keyCode.contains(altKey)) {
//Otherwise update the alternative key if there isn't one.
parent->setKeyCode((InputManagerKeys)index, keyCode, true);
updateConfigItem(renderer, index);
}
}
void GUIEventCallback_OnEvent(ImageManager& imageManager, SDL_Renderer& renderer, std::string name,GUIObject* obj,int eventType){
//Do nothing...
}
};
//Event handler.
static InputDialogHandler* handler;
//A GUIObject that is used to create events for key presses.
class GUIKeyListener:public GUIObject{
public:
GUIKeyListener(ImageManager& imageManager, SDL_Renderer& renderer)
:GUIObject(imageManager,renderer){}
private:
//Leave empty.
~GUIKeyListener(){}
bool handleEvents(SDL_Renderer& renderer,int x,int y,bool enabled,bool visible,bool processed){
if(enabled && handler){
if(event.type==SDL_KEYDOWN){
handler->onKeyDown(renderer, InputManagerKeyCode(event.key.keysym.sym, event.key.keysym.mod));
}
//Joystick
else if(event.type==SDL_JOYAXISMOTION){
if(event.jaxis.value>3200){
handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_AXIS, event.jaxis.axis, 1));
}else if(event.jaxis.value<-3200){
handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_AXIS, event.jaxis.axis, -1));
}
}
else if(event.type==SDL_JOYBUTTONDOWN){
handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_BUTTON, event.jbutton.button, 0));
}
else if(event.type==SDL_JOYHATMOTION){
if (event.jhat.value & SDL_HAT_LEFT){
handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_LEFT));
} else if (event.jhat.value & SDL_HAT_RIGHT){
handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_RIGHT));
} else if (event.jhat.value & SDL_HAT_UP){
handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_UP));
} else if (event.jhat.value & SDL_HAT_DOWN){
handler->onKeyDown(renderer, InputManagerKeyCode(InputManagerKeyCode::JOYSTICK_HAT, event.jhat.hat, SDL_HAT_DOWN));
}
}
}
return false;
}
//Nothing to do.
void render(){}
};
InputManagerKeyCode InputManager::getKeyCode(InputManagerKeys key, bool isAlternativeKey){
if(isAlternativeKey) return alternativeKeys[key];
else return keys[key];
}
void InputManager::setKeyCode(InputManagerKeys key, const InputManagerKeyCode& keyCode, bool isAlternativeKey){
if(isAlternativeKey) alternativeKeys[key]=keyCode;
else keys[key]=keyCode;
}
void InputManager::loadConfig(){
for(int i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
keys[i] = InputManagerKeyCode::createFromString(getSettings()->getValue(s));
s+="2";
alternativeKeys[i] = InputManagerKeyCode::createFromString(getSettings()->getValue(s));
//Move the alternative key to main key if the main key is empty.
if(keys[i].empty() && !alternativeKeys[i].empty()){
keys[i]=alternativeKeys[i];
alternativeKeys[i] = InputManagerKeyCode();
}
//Remove duplicate.
if(keys[i]==alternativeKeys[i])
alternativeKeys[i] = InputManagerKeyCode();
}
}
void InputManager::saveConfig(){
int i;
for(i=0;i<INPUTMGR_MAX;i++){
string s=keySettingNames[i];
//Remove duplicate.
if(keys[i]==alternativeKeys[i])
alternativeKeys[i] = InputManagerKeyCode();
getSettings()->setValue(s, keys[i].toString());
s+="2";
getSettings()->setValue(s, alternativeKeys[i].toString());
}
}
GUIObject* InputManager::showConfig(ImageManager& imageManager, SDL_Renderer& renderer,int height){
//Create the new GUI.
GUIObject* root=new GUIObject(imageManager,renderer,0,0,SCREEN_WIDTH,height);
//Instruction label.
GUIObject* obj=new GUILabel(imageManager,renderer,0,6,root->width,36,_("Select an item and press a key to change it."),0,true,true,GUIGravityCenter);
root->addChild(obj);
obj=new GUILabel(imageManager,renderer,0,30,root->width,36,_("Press backspace to clear the selected item."),0,true,true,GUIGravityCenter);
root->addChild(obj);
//The listbox for keys.
GUIListBox *listBox=new GUIListBox(imageManager,renderer,SCREEN_WIDTH*0.15,72,SCREEN_WIDTH*0.7,height-72-8);
root->addChild(listBox);
//Create the event handler.
if(handler)
delete handler;
handler=new InputDialogHandler(renderer,listBox,this);
obj=new GUIKeyListener(imageManager,renderer);
root->addChild(obj);
//Return final widget.
return root;
}
InputManager::InputManager(){
//Clear the arrays.
for(int i=0;i<INPUTMGR_MAX;i++){
keyFlags[i]=0;
}
}
InputManager::~InputManager(){
closeAllJoysticks();
}
int InputManagerKeyCode::getKeyState(int oldState, bool hasEvent, std::vector<SDL_Joystick*>& joysticks, int deadZone) const {
int state = 0;
switch (type) {
- default:
+ default: {
//Keyboard.
if (sym == 0) return 0;
+ const bool isPrintable = (mod & ~KMOD_SHIFT) == 0 && sym >= 32 && sym <= 126;
if (hasEvent && (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP)) {
const bool isModCorrect = (mod == 0) ? true :
(mod == InputManagerKeyCode(event.key.keysym.sym, event.key.keysym.mod).mod);
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == sym && isModCorrect) {
state |= 0x3;
+ if (!isPrintable) state |= 0x30;
} else if (event.type == SDL_KEYUP && event.key.keysym.sym == sym && isModCorrect) {
state |= 0x4;
+ if (!isPrintable) state |= 0x40;
}
}
{
//Get keyboard state for key code
//SDL_GetKeyboardState needs a scankey rather than keycode, so we convert
int numKeys = 0;
const Uint8* keyStates = SDL_GetKeyboardState(&numKeys);
SDL_Scancode scanCode = SDL_GetScancodeFromKey(sym);
if (scanCode < numKeys && keyStates[scanCode]) {
const int m = SDL_GetModState();
const bool isModCorrect = (mod == 0) ? true :
(mod == InputManagerKeyCode(sym, m).mod);
- if (isModCorrect) state |= 0x1;
+ if (isModCorrect) {
+ state |= 0x1;
+ if (!isPrintable) state |= 0x10;
+ }
}
}
break;
+ }
case JOYSTICK_AXIS:
//Axis.
if (hasEvent && event.type == SDL_JOYAXISMOTION && event.jaxis.axis == buttonIndex) {
if ((buttonValue > 0 && event.jaxis.value > deadZone) || (buttonValue < 0 && event.jaxis.value < -deadZone)) {
if ((oldState & 0x1) == 0) state |= 0x3;
+ if ((oldState & 0x10) == 0) state |= 0x30;
} else {
if (oldState & 0x1) state |= 0x4;
+ if (oldState & 0x10) state |= 0x40;
}
}
for (auto j : joysticks) {
Sint16 v = SDL_JoystickGetAxis(j, buttonIndex);
if ((buttonValue > 0 && v > deadZone) || (buttonValue < 0 && v < -deadZone)){
- state |= 0x1;
+ state |= 0x11;
break;
}
}
break;
case JOYSTICK_BUTTON:
//Button.
if (hasEvent) {
if (event.type == SDL_JOYBUTTONDOWN && event.jbutton.button == buttonIndex){
- state |= 0x3;
+ state |= 0x33;
} else if (event.type == SDL_JOYBUTTONUP && event.jbutton.button == buttonIndex){
- state |= 0x4;
+ state |= 0x44;
}
}
for (auto j : joysticks) {
Uint8 v = SDL_JoystickGetButton(j, buttonIndex);
if (v) {
- state |= 0x1;
+ state |= 0x11;
break;
}
}
break;
case JOYSTICK_HAT:
//Hat.
if (hasEvent && event.type == SDL_JOYHATMOTION && event.jhat.hat == buttonIndex) {
if (event.jhat.value & buttonValue){
if ((oldState & 0x1) == 0) state |= 0x3;
+ if ((oldState & 0x10) == 0) state |= 0x30;
} else{
if (oldState & 0x1) state |= 0x4;
+ if (oldState & 0x10) state |= 0x40;
}
}
for (auto j : joysticks) {
Uint8 v = SDL_JoystickGetHat(j, buttonIndex);
if (v & buttonValue) {
- state |= 0x1;
+ state |= 0x11;
break;
}
}
break;
}
return state;
}
//Update the key state, according to current SDL event, etc.
void InputManager::updateState(bool hasEvent){
for(int i=0;i<INPUTMGR_MAX;i++){
keyFlags[i] = keys[i].getKeyState(keyFlags[i], hasEvent, joysticks) | alternativeKeys[i].getKeyState(keyFlags[i], hasEvent, joysticks);
}
}
//Check if there is KeyDown event.
-bool InputManager::isKeyDownEvent(InputManagerKeys key){
- return keyFlags[key]&0x2;
+bool InputManager::isKeyDownEvent(InputManagerKeys key, bool excludePrintable) {
+ return (keyFlags[key] & (excludePrintable ? 0x20 : 0x2)) != 0;
}
//Check if there is KeyUp event.
-bool InputManager::isKeyUpEvent(InputManagerKeys key){
- return keyFlags[key]&0x4;
+bool InputManager::isKeyUpEvent(InputManagerKeys key, bool excludePrintable) {
+ return (keyFlags[key] & (excludePrintable ? 0x40 : 0x4)) != 0;
}
//Check if specified key is down.
-bool InputManager::isKeyDown(InputManagerKeys key){
- return keyFlags[key]&0x1;
+bool InputManager::isKeyDown(InputManagerKeys key, bool excludePrintable) {
+ return (keyFlags[key] & (excludePrintable ? 0x10 : 0x1)) != 0;
}
//Open all joysticks.
void InputManager::openAllJoysitcks(){
int i,m;
//First close previous joysticks.
closeAllJoysticks();
//Open all joysticks.
m=SDL_NumJoysticks();
for(i=0;i<m;i++){
SDL_Joystick *j=SDL_JoystickOpen(i);
if(j==NULL){
printf("ERROR: Couldn't open Joystick %d\n",i);
}else{
joysticks.push_back(j);
}
}
}
//Close all joysticks.
void InputManager::closeAllJoysticks(){
for(int i=0;i<(int)joysticks.size();i++){
SDL_JoystickClose(joysticks[i]);
}
joysticks.clear();
}
diff --git a/src/InputManager.h b/src/InputManager.h
index b377715..049d7fb 100644
--- a/src/InputManager.h
+++ b/src/InputManager.h
@@ -1,171 +1,171 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INPUTMANAGER_H
#define INPUTMANAGER_H
#include <SDL.h>
#include <vector>
#include <string>
#include "GUIObject.h"
enum InputManagerKeys{
INPUTMGR_UP,
INPUTMGR_DOWN,
INPUTMGR_LEFT,
INPUTMGR_RIGHT,
INPUTMGR_JUMP,
INPUTMGR_ACTION,
INPUTMGR_SPACE,
INPUTMGR_CANCELRECORDING,
INPUTMGR_ESCAPE,
INPUTMGR_RESTART,
INPUTMGR_TAB,
INPUTMGR_SAVE,
INPUTMGR_LOAD,
INPUTMGR_SWAP,
INPUTMGR_TELEPORT,
INPUTMGR_SUICIDE,
INPUTMGR_SHIFT,
INPUTMGR_NEXT,
INPUTMGR_PREVIOUS,
INPUTMGR_SELECT,
INPUTMGR_MAX
};
// Represents a key code or a joystick input code.
struct InputManagerKeyCode {
// The input type. Currently joystick ball is unsupported.
enum InputType {
KEYBOARD,
JOYSTICK_AXIS,
JOYSTICK_BUTTON,
JOYSTICK_HAT,
};
// The input type.
InputType type;
union {
struct {
// The keycode if the input type is KEYBOARD.
// NOTE: if type == KEYBOARD and sym == 0 then this key is disabled at all.
int sym;
// The modifier if the input type is KEYBOARD.
// NOTE: if modifier == 0 then we don't check the modifier at all.
int mod;
};
struct {
// Joystick button index.
int buttonIndex;
// Joystick button value.
// If type == JOYSTICK_AXIS then value should be 1 or -1.
// If type == JOYSTICK_BUTTON then it's unused.
// If type == JOYSTICK_HAT then it's SDL_HAT_LEFT, SDL_HAT_RIGHT, SDL_HAT_UP or SDL_HAT_DOWN.
int buttonValue;
};
};
// Constructor for a keyboard input.
explicit InputManagerKeyCode(int sym_ = 0, int mod_ = 0);
// Constructor for a joystick input.
explicit InputManagerKeyCode(InputType type_, int buttonIndex_, int buttonValue_);
// Create a key code from string.
static InputManagerKeyCode createFromString(const std::string& s);
// Convert a key code to a machine-readable string.
std::string toString() const;
// Convert a key code to a human-readable string.
std::string describe() const;
// Convert two key codes to a human-readable string.
static std::string describeTwo(const InputManagerKeyCode& keyCode, const InputManagerKeyCode& keyCodeAlt);
// Check if the key code is empty.
bool empty() const;
// Internal function to check if the key corresponding to this key code is pressed.
// oldState: The bit-field flag saves the key states. 0x1=key is down, 0x2=KeyDown event,0x4=KeyUp event.
// hasEvent: current SDL event is present.
// joysticks: List of joystick to detect.
// deadZone: Joystick dead zone for JOYSTICK_AXIS detection.
// Return value: The bit-field flag with the same meaning as oldState.
int getKeyState(int oldState, bool hasEvent, std::vector<SDL_Joystick*>& joysticks, int deadZone = 3200) const;
bool operator==(const InputManagerKeyCode& rhs) const;
bool operator!=(const InputManagerKeyCode& rhs) const { return !(*this == rhs); }
// Check if a keyboard input contains another keyboard input (for example, Ctrl+A contains Ctrl but doesn't contain A).
bool contains(const InputManagerKeyCode& rhs) const;
};
class InputManager{
public:
InputManager();
~InputManager();
//Get and set key code of each key.
InputManagerKeyCode getKeyCode(InputManagerKeys key, bool isAlternativeKey);
void setKeyCode(InputManagerKeys key, const InputManagerKeyCode& keyCode, bool isAlternativeKey);
//Load and save key settings from config file.
void loadConfig();
void saveConfig();
//Show the config screen.
GUIObject* showConfig(ImageManager& imageManager, SDL_Renderer& renderer, int height);
//Update the key state, according to current SDL event, etc.
void updateState(bool hasEvent);
//Check if there is KeyDown event.
- bool isKeyDownEvent(InputManagerKeys key);
+ bool isKeyDownEvent(InputManagerKeys key, bool excludePrintable = false);
//Check if there is KeyUp event.
- bool isKeyUpEvent(InputManagerKeys key);
+ bool isKeyUpEvent(InputManagerKeys key, bool excludePrintable = false);
//Check if specified key is down.
- bool isKeyDown(InputManagerKeys key);
+ bool isKeyDown(InputManagerKeys key, bool excludePrintable = false);
//Open all joysticks.
void openAllJoysitcks();
//Close all joysticks.
void closeAllJoysticks();
private:
//The key code of each key.
InputManagerKeyCode keys[INPUTMGR_MAX], alternativeKeys[INPUTMGR_MAX];
//The bit-field flag array saves the key states.
// 0x1 means the key is down.
// 0x2 means KeyDown event.
// 0x4 means KeyUp event.
int keyFlags[INPUTMGR_MAX];
//Contains all joysticks.
std::vector<SDL_Joystick*> joysticks;
};
extern InputManager inputMgr;
#endif //INPUTMANAGER_H

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