+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+
+This file is part of Lugaru.
+
+Lugaru 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
+(at your option) any later version.
+
+Lugaru 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 Lugaru. If not, see <http://www.gnu.org/licenses/>.
+*/
+
#include "Game.h"
#include "openal_wrapper.h"
#include "SDL_thread.h"
float dialoguetime;
int dialoguegonethrough[20];
+const char *pathtypenames[] = {"keepwalking", "pause"};
+const char *editortypenames[] = {
+ "active", "sitting", "sitting wall", "sleeping",
+ "dead1", "dead2", "dead3", "dead4"
+};
+
namespace Game
{
Texture terraintexture;
int numchallengelevels = 0;
bool console = false;
-char consoletext[15][256] = {};
-int consolechars[15] = {};
-bool chatting = 0;
-char displaytext[15][256] = {};
-int displaychars[15] = {};
+std::string consoletext[15] = {};
+std::string displaytext[15] = {};
float displaytime[15] = {};
float displayblinkdelay = 0;
bool displayblink = 0;
-int displayselected = 0;
+unsigned displayselected = 0;
float consoleblinkdelay = 0;
bool consoleblink = 0;
-int consoleselected = 0;
+unsigned consoleselected = 0;
-unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, chatkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
+unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
unsigned short consolekey = 0;
int loading = 0;
emit_sound_at(sound);
}
-void Game::inputText(char* str, int* charselected, int* nb_chars)
+void Game::inputText(string& str, unsigned* charselected)
{
SDL_Event evenement;
if (!waiting) {
+ SDL_StartTextInput();
waiting = true;
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
- SDL_EnableUNICODE(true);
}
while (SDL_PollEvent(&evenement)) {
-
+ if (!sdlEventProc(evenement)) {
+ tryquit = 1;
+ break;
+ }
switch (evenement.type) {
+ case SDL_TEXTEDITING:
+ /* FIXME - We should handle this for complete input method support */
+ break;
+ case SDL_TEXTINPUT:
+ str.insert(*charselected, evenement.text.text);
+ (*charselected) += strlen(evenement.text.text);
+ break;
case SDL_KEYDOWN:
if (evenement.key.keysym.sym == SDLK_ESCAPE) {
- for (int i = 0; i < 255; i++)
- str[i] = 0;
- *nb_chars = 0;
+ str.clear();
*charselected = 0;
waiting = false;
} else if (evenement.key.keysym.sym == SDLK_BACKSPACE) {
- if ((*charselected) != 0) {
- for (int i = (*charselected) - 1; i < 255; i++)
- str[i] = str[i + 1];
- str[255] = 0;
+ if ((*charselected) > 0) {
(*charselected)--;
- (*nb_chars)--;
+ str.erase(*charselected, 1);
}
} else if (evenement.key.keysym.sym == SDLK_DELETE) {
- if ((*charselected) < (*nb_chars)) {
- for (int i = (*charselected); i < 255; i++)
- str[i] = str[i + 1];
- str[255] = 0;
- (*nb_chars)--;
+ if ((*charselected) < str.size()) {
+ str.erase(*charselected, 1);
}
} else if (evenement.key.keysym.sym == SDLK_HOME) {
(*charselected) = 0;
} else if (evenement.key.keysym.sym == SDLK_END) {
- (*charselected) = (*nb_chars);
+ (*charselected) = str.size();
} else if (evenement.key.keysym.sym == SDLK_LEFT) {
if ((*charselected) != 0)
(*charselected)--;
} else if (evenement.key.keysym.sym == SDLK_RIGHT) {
- if ((*charselected) < (*nb_chars))
+ if ((*charselected) < str.size())
(*charselected)++;
} else if (evenement.key.keysym.sym == SDLK_RETURN) {
waiting = false;
- } else if (evenement.key.keysym.unicode >= 32 && evenement.key.keysym.unicode < 127 && (*nb_chars) < 60) {
- for (int i = 255; i >= (*charselected) + 1; i--)
- str[i] = str[i - 1];
- str[*charselected] = evenement.key.keysym.unicode;
- (*charselected)++;
- (*nb_chars)++;
}
break;
}
}
if (!waiting) {
- SDL_EnableKeyRepeat(0, 0); // disable key repeat
- SDL_EnableUNICODE(false);
+ SDL_StopTextInput();
}
}
int setKeySelected_thread(void* data)
{
using namespace Game;
- int keycode = -1;
+ int scancode = -1;
SDL_Event evenement;
- while (keycode == -1) {
+ while (scancode == -1) {
SDL_WaitEvent(&evenement);
switch (evenement.type) {
case SDL_KEYDOWN:
- keycode = evenement.key.keysym.sym;
+ scancode = evenement.key.keysym.scancode;
break;
case SDL_MOUSEBUTTONDOWN:
- keycode = SDLK_LAST + evenement.button.button;
+ scancode = SDL_NUM_SCANCODES + evenement.button.button;
break;
default:
break;
}
}
- if (keycode != SDLK_ESCAPE) {
+ if (scancode != SDL_SCANCODE_ESCAPE) {
fireSound();
switch (keyselect) {
case 0:
- forwardkey = keycode;
+ forwardkey = scancode;
break;
case 1:
- backkey = keycode;
+ backkey = scancode;
break;
case 2:
- leftkey = keycode;
+ leftkey = scancode;
break;
case 3:
- rightkey = keycode;
+ rightkey = scancode;
break;
case 4:
- crouchkey = keycode;
+ crouchkey = scancode;
break;
case 5:
- jumpkey = keycode;
+ jumpkey = scancode;
break;
case 6:
- drawkey = keycode;
+ drawkey = scancode;
break;
case 7:
- throwkey = keycode;
+ throwkey = scancode;
break;
case 8:
- attackkey = keycode;
+ attackkey = scancode;
break;
case 9:
- consolekey = keycode;
+ consolekey = scancode;
break;
default:
break;
{
waiting = true;
printf("launch thread\n");
- SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread, NULL);
+ SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread, NULL, NULL);
if ( thread == NULL ) {
fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());
waiting = false;