X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGame.cpp;h=bc9e0328cdd81085e6bae5c96078cd46da60713f;hb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;hp=3e6b25c8f79d1e941c615ceb48610dd32be9e745;hpb=24004d6ab1e68faaf85ece11b566449997da5013;p=lugaru.git diff --git a/Source/Game.cpp b/Source/Game.cpp index 3e6b25c..bc9e032 100644 --- a/Source/Game.cpp +++ b/Source/Game.cpp @@ -1,3 +1,22 @@ +/* +Copyright (C) 2003, 2010 - Wolfire Games + +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 . +*/ + #include "Game.h" #include "openal_wrapper.h" #include "SDL_thread.h" @@ -26,6 +45,12 @@ int directing; 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; @@ -102,20 +127,17 @@ bool scoreadded = 0; 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; @@ -133,120 +155,110 @@ void Game::fireSound(int sound) 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)) { - 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; @@ -262,7 +274,7 @@ void Game::setKeySelected() { 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;