hedgewars/uKeys.pas
author Zorg <zorgiepoo@gmail.com>
Wed, 08 Jun 2011 03:36:54 -0400
changeset 5229 148d581b17ab
parent 5100 951767beffc8
child 6216 a6186a8ba90a
permissions -rw-r--r--
Attempt to fix issue #125. The password pop-up doesn't appear every time when going into the official server anymore, now it only does it when the password is blank. If a user enters an invalid password, the password is set blank to avoid the user going back to the official server just to be rejected. When entering an invalid password, the unknown error dialog doesn't show up anymore, but the connection lost to server one still does. This fixes the bug where the user would be spammed with error messages. The user can also now change his password in the settings page.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * 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; version 2 of the License
 *
 * 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
 *)

{$INCLUDE "options.inc"}

unit uKeys;
interface
uses SDLh, uTypes;

procedure initModule;
procedure freeModule;

function  KeyNameToCode(name: shortstring): word;
procedure ProcessKbd;
procedure ResetKbd;
procedure FreezeEnterKey;
procedure InitKbdKeyTable;

procedure SetBinds(var binds: TBinds);
procedure SetDefaultBinds;

procedure ControllerInit;
procedure ControllerClose;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
procedure ControllerHatEvent(joy, hat, value: Byte);
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);

{$IFDEF IPHONEOS}
procedure setiPhoneBinds;
{$ENDIF}

implementation
uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;

var tkbd, tkbdn: TKeyboardState;
    KeyNames: array [0..cKeyMaxIndex] of string[15];

function KeyNameToCode(name: shortstring): word;
var code: Word;
begin
    code:= cKeyMaxIndex;
    while (code > 0) and (KeyNames[code] <> name) do dec(code);
    KeyNameToCode:= code;
end;


procedure ProcessKbd;
var  i, j, k: LongInt;
     s: shortstring;
     Trusted: boolean;
{$IFNDEF IPHONEOS}pkbd: PByteArray;{$ENDIF}
begin
hideAmmoMenu:= false;
Trusted:= (CurrentTeam <> nil)
          and (not CurrentTeam^.ExtDriven)
          and (CurrentHedgehog^.BotLevel = 0);

// move cursor/camera
// TODO: Scale on screen dimensions and/or axis value (game controller)?
movecursor(5 * CursorMovementX, 5 * CursorMovementY);

k:= SDL_GetMouseState(nil, nil);

{$IFDEF IPHONEOS}
SDL_GetKeyState(@j);
{$ELSE}
pkbd:= SDL_GetKeyState(@j);
for i:= 6 to pred(j) do // first 6 will be overwritten
    tkbdn[i]:= pkbd^[i];
{$ENDIF}

// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);

// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;

{$IFDEF IPHONEOS}
setiPhoneBinds();
{$ELSE}
// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
    begin
    for i:= 0 to Pred(ControllerNumAxes[j]) do
        begin
        if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
        if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
        inc(k, 2);
        end;
    for i:= 0 to Pred(ControllerNumHats[j]) do
        begin
        tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
        tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
        tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
        tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
        inc(k, 4);
        end;
    for i:= 0 to Pred(ControllerNumButtons[j]) do
        begin
        tkbdn[k]:= ControllerButtons[j][i];
        inc(k, 1);
        end;
    end;
{$ENDIF}

// ctrl/cmd + w/q to close engine and/or frontend
{$IFDEF DARWIN}
    if ((tkbdn[KeyNameToCode('left_meta')] = 1) or (tkbdn[KeyNameToCode('right_meta')] = 1)) then
{$ELSE}
    if ((tkbdn[KeyNameToCode('left_ctrl')] = 1) or (tkbdn[KeyNameToCode('right_ctrl')] = 1)) then
{$ENDIF}
    begin
        if tkbdn[KeyNameToCode('q')] = 1 then ParseCommand ('halt', true)
        else if tkbdn[KeyNameToCode('w')] = 1 then ParseCommand ('forcequit', true);
    end;

// now process strokes
for i:= 0 to cKeyMaxIndex do
if CurrentBinds[i][0] <> #0 then
    begin
    if (i > 3) and (tkbdn[i] <> 0) and not ((CurrentBinds[i] = 'put') or (CurrentBinds[i] = 'ammomenu') or (CurrentBinds[i] = '+cur_u') or (CurrentBinds[i] = '+cur_d') or (CurrentBinds[i] = '+cur_l') or (CurrentBinds[i] = '+cur_r')) then hideAmmoMenu:= true;
    if (tkbd[i] = 0) and (tkbdn[i] <> 0) then
         begin
         ParseCommand(CurrentBinds[i], Trusted);
         if (CurrentTeam <> nil) and not CurrentTeam^.ExtDriven and (ReadyTimeLeft > 1) then ParseCommand('gencmd R', true)
         end
    else if (CurrentBinds[i][1] = '+')
            and (tkbdn[i] = 0)
            and (tkbd[i] <> 0) then
            begin
            s:= CurrentBinds[i];
            s[1]:= '-';
            ParseCommand(s, Trusted);
            if (CurrentTeam <> nil) and not CurrentTeam^.ExtDriven and (ReadyTimeLeft > 1) then ParseCommand('gencmd R', true)
            end;
    tkbd[i]:= tkbdn[i]
    end
end;

procedure ResetKbd;
var j, k, t: LongInt;
{$IFNDEF IPHONEOS}
    i: LongInt;
    pkbd: PByteArray;
{$ENDIF}
begin

k:= SDL_GetMouseState(nil, nil);
{$IFNDEF IPHONEOS}pkbd:={$ENDIF}SDL_GetKeyState(@j);

TryDo(j < cKeyMaxIndex, 'SDL keys number is more than expected (' + IntToStr(j) + ')', true);

{$IFNDEF IPHONEOS}
for i:= 1 to pred(j) do
    tkbdn[i]:= pkbd^[i];
{$ENDIF}

// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);

// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;

{$IFDEF IPHONEOS}
setiPhoneBinds();
{$ELSE}
// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
    begin
    for i:= 0 to Pred(ControllerNumAxes[j]) do
        begin
        if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
        if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
        inc(k, 2);
        end;
    for i:= 0 to Pred(ControllerNumHats[j]) do
        begin
        tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
        tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
        tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
        tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
        inc(k, 4);
        end;
    for i:= 0 to Pred(ControllerNumButtons[j]) do
        begin
        tkbdn[k]:= ControllerButtons[j][i];
        inc(k, 1);
        end;
    end;
{$ENDIF}

// what is this final loop for?
for t:= 0 to cKeyMaxIndex do
    tkbd[t]:= tkbdn[t]
end;

procedure InitKbdKeyTable;
var i, j, k, t: LongInt;
    s: string[15];
begin
KeyNames[1]:= 'mousel';
KeyNames[2]:= 'mousem';
KeyNames[3]:= 'mouser';
KeyNames[4]:= 'wheelup';
KeyNames[5]:= 'wheeldown';

for i:= 6 to cKeyMaxIndex do
    begin
    s:= shortstring(sdl_getkeyname(i));
    //writeln(stdout,IntToStr(i) + ': ' + s);
    if s = 'unknown key' then KeyNames[i]:= ''
    else 
        begin
        for t:= 1 to Length(s) do
            if s[t] = ' ' then s[t]:= '_';
        KeyNames[i]:= s
        end;
    end;

//for i:= 0 to cKeyMaxIndex do writeln(stdout,IntToStr(i) + ': ' + KeyNames[i]);

// get the size of keyboard array
SDL_GetKeyState(@k);

// Controller(s)
for j:= 0 to Pred(ControllerNumControllers) do
    begin
    for i:= 0 to Pred(ControllerNumAxes[j]) do
        begin
        keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u';
        keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd';
        inc(k, 2);
        end;
    for i:= 0 to Pred(ControllerNumHats[j]) do
        begin
        keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
        keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
        keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
        keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
        inc(k, 4);
        end;
    for i:= 0 to Pred(ControllerNumButtons[j]) do
        begin
        keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
        inc(k, 1);
        end;
    end;

DefaultBinds[ 27]:= 'quit';
DefaultBinds[ 96]:= 'history';
DefaultBinds[127]:= 'rotmask';

//numpad
//DefaultBinds[265]:= '+volup';
//DefaultBinds[256]:= '+voldown';

DefaultBinds[KeyNameToCode('0')]:= '+volup';
DefaultBinds[KeyNameToCode('9')]:= '+voldown';
DefaultBinds[KeyNameToCode('c')]:= 'capture';
DefaultBinds[KeyNameToCode('h')]:= 'findhh';
DefaultBinds[KeyNameToCode('p')]:= 'pause';
DefaultBinds[KeyNameToCode('s')]:= '+speedup';
DefaultBinds[KeyNameToCode('t')]:= 'chat';
DefaultBinds[KeyNameToCode('y')]:= 'confirm';

DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';

DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';


DefaultBinds[ 1]:= '/put';
DefaultBinds[ 3]:= 'ammomenu';
DefaultBinds[ 8]:= 'hjump';
DefaultBinds[ 9]:= 'switch';
DefaultBinds[13]:= 'ljump';
DefaultBinds[32]:= '+attack';
{$IFDEF IPHONEOS}
DefaultBinds[23]:= '+up';
DefaultBinds[24]:= '+down';
DefaultBinds[25]:= '+left';
DefaultBinds[26]:= '+right';
DefaultBinds[27]:= '+precise';
DefaultBinds[44]:= 'chat';
DefaultBinds[55]:= 'pause';
{$ELSE}
DefaultBinds[KeyNameToCode('up')]:= '+up';
DefaultBinds[KeyNameToCode('down')]:= '+down';
DefaultBinds[KeyNameToCode('left')]:= '+left';
DefaultBinds[KeyNameToCode('right')]:= '+right';
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
{$ENDIF}

for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);

SetDefaultBinds();
end;

procedure SetBinds(var binds: TBinds);
begin
{$IFDEF IPHONEOS}
    binds:= binds; // avoid hint
    CurrentBinds:= DefaultBinds;
{$ELSE}
    CurrentBinds:= binds;
{$ENDIF}
end;

procedure SetDefaultBinds;
begin
    CurrentBinds:= DefaultBinds;
end;

{$IFDEF IPHONEOS}
procedure setiPhoneBinds;
begin
    tkbdn[ 1]:= ord(leftClick);
    tkbdn[ 2]:= ord(middleClick);
    tkbdn[ 3]:= ord(rightClick);

    tkbdn[23]:= ord(upKey);
    tkbdn[24]:= ord(downKey);
    tkbdn[25]:= ord(leftKey);
    tkbdn[26]:= ord(rightKey);
    tkbdn[27]:= ord(preciseKey);

    tkbdn[ 8]:= ord(backspaceKey);
    tkbdn[ 9]:= ord(tabKey);
    tkbdn[13]:= ord(enterKey);
    tkbdn[32]:= ord(spaceKey);

    tkbdn[44]:= ord(chatAction);
    tkbdn[55]:= ord(pauseAction);

    // set to false the keys that only need one stoke
    leftClick:= false;
    middleClick:= false;
    rightClick:= false;

    tabKey:= false;
    enterKey:= false;
    backspaceKey:= false;

    chatAction:= false;
    pauseAction:= false;
end;
{$ENDIF}

procedure FreezeEnterKey;
begin
    tkbd[3]:= 1;
    tkbd[13]:= 1;
    tkbd[27]:= 1;
    tkbd[271]:= 1;
end;

var Controller: array [0..5] of PSDL_Joystick;

procedure ControllerInit;
var i, j: Integer;
begin
ControllerEnabled:= 0;
{$IFDEF IPHONEOS}
exit; // joystick subsystem disabled on iPhone
{$ENDIF}

SDL_InitSubSystem(SDL_INIT_JOYSTICK);
ControllerNumControllers:= SDL_NumJoysticks();
if ControllerNumControllers > 6 then ControllerNumControllers:= 6;

WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));

if ControllerNumControllers > 0 then
    begin
    for j:= 0 to pred(ControllerNumControllers) do
        begin
        WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j));
        Controller[j]:= SDL_JoystickOpen(j);
        if Controller[j] = nil then
            WriteLnToConsole('* Failed to open game controller!')
        else
            begin
            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
            WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
            //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
            WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
            WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
            ControllerEnabled:= 1;

            if ControllerNumAxes[j] > 20 then ControllerNumAxes[j]:= 20;
            //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
            if ControllerNumHats[j] > 20 then ControllerNumHats[j]:= 20;
            if ControllerNumButtons[j] > 20 then ControllerNumButtons[j]:= 20;

            // reset all buttons/axes
            for i:= 0 to pred(ControllerNumAxes[j]) do
                ControllerAxes[j][i]:= 0;
            (*for i:= 0 to pred(ControllerNumBalls[j]) do
                begin
                ControllerBalls[j][i][0]:= 0;
                ControllerBalls[j][i][1]:= 0;
                end;*)
            for i:= 0 to pred(ControllerNumHats[j]) do
                ControllerHats[j][i]:= SDL_HAT_CENTERED;
            for i:= 0 to pred(ControllerNumButtons[j]) do
                ControllerButtons[j][i]:= 0;
            end;
        end;
    // enable event generation/controller updating
    SDL_JoystickEventState(1);
    end
else
    WriteLnToConsole('Not using any game controller');
end;

procedure ControllerClose;
var j: Integer;
begin
    if ControllerEnabled > 0 then
        for j:= 0 to pred(ControllerNumControllers) do
            SDL_JoystickClose(Controller[j]);
end;

procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
begin
    ControllerAxes[joy][axis]:= value;
end;

procedure ControllerHatEvent(joy, hat, value: Byte);
begin
    ControllerHats[joy][hat]:= value;
end;

procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
begin
    if pressed then ControllerButtons[joy][button]:= 1
    else ControllerButtons[joy][button]:= 0;
end;

procedure initModule;
begin
    wheelUp:= false;
    wheelDown:= false;
{$IFDEF HWLIBRARY}
    // this function is called by HW_allKeysUp so be careful

    // mouse emulation
    leftClick:= false;
    middleClick:= false;
    rightClick:= false;

    // arrow key emulation
    upKey:= false;
    downKey:= false;
    rightKey:= false;
    leftKey:= false;
    preciseKey:= false;

    // action key emulation
    backspaceKey:= false;
    spaceKey:= false;
    enterKey:= false;
    tabKey:= false;

    // other key emulation
    chatAction:= false;
    pauseAction:= false;
{$ENDIF}
end;

procedure freeModule;
begin

end;

end.