2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "openal_wrapper.h"
24 #include "SDL_thread.h"
29 int numdialogueboxes[max_dialogues];
30 int dialoguetype[max_dialogues];
31 int dialogueboxlocation[max_dialogues][max_dialoguelength];
32 float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
33 int dialogueboxsound[max_dialogues][max_dialoguelength];
34 char dialoguetext[max_dialogues][max_dialoguelength][128];
35 char dialoguename[max_dialogues][max_dialoguelength][64];
36 XYZ dialoguecamera[max_dialogues][max_dialoguelength];
37 XYZ participantlocation[max_dialogues][10];
38 int participantfocus[max_dialogues][max_dialoguelength];
39 int participantaction[max_dialogues][max_dialoguelength];
40 float participantyaw[max_dialogues][10];
41 XYZ participantfacing[max_dialogues][max_dialoguelength][10];
42 float dialoguecamerayaw[max_dialogues][max_dialoguelength];
43 float dialoguecamerapitch[max_dialogues][max_dialoguelength];
48 int dialoguegonethrough[20];
52 Texture terraintexture;
53 Texture terraintexture2;
54 Texture loadscreentexture;
55 Texture Maparrowtexture;
56 Texture Mapboxtexture;
57 Texture Mapcircletexture;
58 Texture cursortexture;
59 GLuint screentexture = 0;
60 GLuint screentexture2 = 0;
61 Texture Mainmenuitems[10];
67 int newscreenwidth = 0;
68 int newscreenheight = 0;
75 int oldmousecoordh = 0;
76 int oldmousecoordv = 0;
79 SkyBox *skybox = NULL;
85 float hawkcalldelay = 0;
97 bool stealthloading = 0;
107 bool editorenabled = 0;
109 float editorsize = 0;
111 float editorpitch = 0;
116 int numpathpoints = 0;
117 int numpathpointconnect[30] = {};
118 int pathpointconnect[30][30] = {};
119 int pathpointselected = 0;
123 int numchallengelevels = 0;
125 bool console = false;
126 std::string consoletext[15] = {};
127 std::string displaytext[15] = {};
128 float displaytime[15] = {};
129 float displayblinkdelay = 0;
130 bool displayblink = 0;
131 int displayselected = 0;
132 float consoleblinkdelay = 0;
133 bool consoleblink = 0;
134 int consoleselected = 0;
136 unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
137 unsigned short consolekey = 0;
141 int oldenvironment = 0;
143 float changedelay = 0;
145 bool waiting = false;
146 Account* accountactive = NULL;
149 void Game::fireSound(int sound)
151 emit_sound_at(sound);
154 void Game::inputText(string& str, int* charselected)
159 SDL_StartTextInput();
163 while (SDL_PollEvent(&evenement)) {
164 switch (evenement.type) {
165 case SDL_TEXTEDITING:
166 /* FIXME - We should handle this for complete input method support */
169 str.insert(*charselected, evenement.text.text);
170 (*charselected) += strlen(evenement.text.text);
173 if (evenement.key.keysym.sym == SDLK_ESCAPE) {
177 } else if (evenement.key.keysym.sym == SDLK_BACKSPACE) {
178 if ((*charselected) > 0) {
180 str.erase(*charselected, 1);
182 } else if (evenement.key.keysym.sym == SDLK_DELETE) {
183 if ((*charselected) < str.size()) {
184 str.erase(*charselected, 1);
186 } else if (evenement.key.keysym.sym == SDLK_HOME) {
188 } else if (evenement.key.keysym.sym == SDLK_END) {
189 (*charselected) = str.size();
190 } else if (evenement.key.keysym.sym == SDLK_LEFT) {
191 if ((*charselected) != 0)
193 } else if (evenement.key.keysym.sym == SDLK_RIGHT) {
194 if ((*charselected) < str.size())
196 } else if (evenement.key.keysym.sym == SDLK_RETURN) {
208 int setKeySelected_thread(void* data)
210 using namespace Game;
213 while (scancode == -1) {
214 SDL_WaitEvent(&evenement);
215 switch (evenement.type) {
217 scancode = evenement.key.keysym.scancode;
219 case SDL_MOUSEBUTTONDOWN:
220 scancode = SDL_NUM_SCANCODES + evenement.button.button;
226 if (scancode != SDL_SCANCODE_ESCAPE) {
230 forwardkey = scancode;
242 crouchkey = scancode;
254 attackkey = scancode;
257 consolekey = scancode;
269 void Game::setKeySelected()
272 printf("launch thread\n");
273 SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread, NULL, NULL);
274 if ( thread == NULL ) {
275 fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());