GUI_status InputDialog::KeyDown(SDL_keysym key) { KeyBinder *keybinder = Game::get_game()->get_keybinder(); ActionType a = keybinder->get_ActionType(key); switch(keybinder->GetActionKeyType(a)) { case NORTH_KEY: case WEST_KEY: if(b_index_num != -1) button_index[b_index_num]->set_highlighted(false); if(b_index_num <= 0) b_index_num = last_index; else b_index_num = b_index_num - 1; button_index[b_index_num]->set_highlighted(true); break; case SOUTH_KEY: case EAST_KEY: if(b_index_num != -1) button_index[b_index_num]->set_highlighted(false); if(b_index_num == last_index) b_index_num = 0; else b_index_num += 1; button_index[b_index_num]->set_highlighted(true); break; case DO_ACTION_KEY: if(b_index_num != -1) return button_index[b_index_num]->Activate_button(); break; case CANCEL_ACTION_KEY: return close_dialog(); default: keybinder->handle_always_available_keys(a); break; } return GUI_YUM; }
/* Move the cursor around and use command icons. */ GUI_status ActorView::KeyDown(SDL_keysym key) { if(!show_cursor) // FIXME: don't rely on show_cursor to get/pass focus return(GUI_PASS); KeyBinder *keybinder = Game::get_game()->get_keybinder(); ActionType a = keybinder->get_ActionType(key); switch(keybinder->GetActionKeyType(a)) { case SOUTH_WEST_KEY: case NORTH_WEST_KEY: case WEST_KEY: moveCursorToButton(cursor_pos.x - 1); break; case NORTH_EAST_KEY: case SOUTH_EAST_KEY: case EAST_KEY: moveCursorToButton(cursor_pos.x + 1); break; case DO_ACTION_KEY: select_button(); break; case NORTH_KEY: // would otherwise move invisible mapwindow cursor case SOUTH_KEY: break; default: // set_show_cursor(false); // newAction() can move cursor here return GUI_PASS; } return(GUI_YUM); }
/* Move the cursor around */ GUI_status SpellView::KeyDown(SDL_keysym key) { KeyBinder *keybinder = Game::get_game()->get_keybinder(); ActionType a = keybinder->get_ActionType(key); switch(keybinder->GetActionKeyType(a)) { case NORTH_KEY: return move_up(); case SOUTH_KEY: return move_down(); case WEST_KEY: case PREVIOUS_PARTY_MEMBER_KEY: move_left(); break; case EAST_KEY: case NEXT_PARTY_MEMBER_KEY: move_right(); break; case HOME_KEY: // TODO - add going to first viable page break; case END_KEY: // TODO - add going to last viable page break; case DO_ACTION_KEY: if(Game::get_game()->get_event()->is_looking_at_spellbook()) { show_spell_description(); return GUI_YUM; } if(event_mode) { event_mode_select_spell(); return GUI_YUM; } return GUI_PASS; case CANCEL_ACTION_KEY: return cancel_spell(); case TOGGLE_CURSOR_KEY : break; default: return GUI_PASS; } return(GUI_YUM); }
GUI_status ScrollWidgetGump::KeyDown(SDL_keysym key) { ScrollEventType event = SCROLL_ESCAPE; KeyBinder *keybinder = Game::get_game()->get_keybinder(); ActionType a = keybinder->get_ActionType(key); switch(keybinder->GetActionKeyType(a)) { case MSGSCROLL_DOWN_KEY: event = SCROLL_PAGE_DOWN; break; case SOUTH_KEY: event = SCROLL_DOWN; break; case MSGSCROLL_UP_KEY: event = SCROLL_PAGE_UP; break; case NORTH_KEY: event = SCROLL_UP; break; case HOME_KEY: event = SCROLL_TO_BEGINNING; break; case END_KEY: event = SCROLL_TO_END; break; default : break; } if(scroll_movement_event(event) == GUI_YUM) return GUI_YUM; return MsgScroll::KeyDown(key); }
GUI_status ContainerViewGump::KeyDown(SDL_Keysym key) { if(left_arrow_button && left_arrow_button->Status() == WIDGET_VISIBLE) // okay to change member number { KeyBinder *keybinder = Game::get_game()->get_keybinder(); ActionType a = keybinder->get_ActionType(key); switch(keybinder->GetActionKeyType(a)) { case NEXT_PARTY_MEMBER_KEY: right_arrow(); return GUI_YUM; case PREVIOUS_PARTY_MEMBER_KEY: left_arrow(); return GUI_YUM; case HOME_KEY: set_actor(party->get_actor(0)); force_full_redraw_if_needed(); return GUI_YUM; case END_KEY: set_actor(party->get_actor(party->get_party_size() - 1)); force_full_redraw_if_needed(); return GUI_YUM; default: break; } } /* moved into container widget switch(key.sym) { case SDLK_RETURN: case SDLK_KP_ENTER: return GUI_YUM; default: break; } */ return container_widget->KeyDown(key); }
GUI_status GUI_TextInput::KeyDown(SDL_keysym key) { // char ascii; char ascii = 0; if(!focused) return GUI_PASS; if((key.unicode & 0xFF80) == 0) // high 9bits 0 == ascii code ascii = (char)(key.unicode & 0x7F); // (in low 7bits) if(!isprint(ascii) && key.sym != SDLK_BACKSPACE) { KeyBinder *keybinder = Game::get_game()->get_keybinder(); ActionType a = keybinder->get_ActionType(key); switch(keybinder->GetActionKeyType(a)) { case NORTH_KEY: key.sym = SDLK_UP; break; case SOUTH_KEY: key.sym = SDLK_DOWN; break; case WEST_KEY: key.sym = SDLK_LEFT; break; case EAST_KEY: key.sym = SDLK_RIGHT; break; case TOGGLE_CURSOR_KEY: release_focus(); return GUI_PASS; // can tab through to SaveDialog case DO_ACTION_KEY: key.sym = SDLK_RETURN; break; case CANCEL_ACTION_KEY: key.sym = SDLK_ESCAPE; break; case HOME_KEY: key.sym = SDLK_HOME; case END_KEY: key.sym = SDLK_END; default : if(keybinder->handle_always_available_keys(a)) return GUI_YUM; break; } } switch(key.sym) { case SDLK_LSHIFT : case SDLK_RSHIFT : case SDLK_LCTRL : case SDLK_RCTRL : case SDLK_CAPSLOCK : break; case SDLK_KP_ENTER: case SDLK_RETURN : if(callback_object) callback_object->callback(TEXTINPUT_CB_TEXT_READY, this, text); case SDLK_ESCAPE : release_focus(); break; case SDLK_HOME : pos = 0; break; case SDLK_END : pos = length; break; case SDLK_KP4 : case SDLK_LEFT : if(pos > 0) pos--; break; case SDLK_KP6 : case SDLK_RIGHT : if(pos < length) pos++; break; case SDLK_DELETE : if(pos < length) //delete the character to the right of the cursor { pos++; remove_char(); break; } break; case SDLK_BACKSPACE : remove_char(); break; //delete the character to the left of the cursor case SDLK_UP : case SDLK_KP8 : if(pos == length) { if(length+1 > max_width * max_height) break; length++; if(pos == 0 || text[pos-1] == ' ') text[pos] = 'A'; else text[pos] = 'a'; break; } text[pos]++; // We want alphanumeric characters or space if(text[pos] < ' ' || text[pos] > 'z') { text[pos] = ' '; break; } while(!isalnum(text[pos])) text[pos]++; break; case SDLK_KP2 : case SDLK_DOWN : if(pos == length) { if(length+1 > max_width * max_height) break; length++; if(pos == 0 || text[pos-1] == ' ') text[pos] = 'Z'; else text[pos] = 'z'; break; } text[pos]--; // We want alphanumeric characters or space if(text[pos] < ' ' || text[pos] > 'z') { text[pos] = 'z'; break; } else if(text[pos] < '0') { text[pos] = ' '; break; } while(!isalnum(text[pos])) text[pos]--; break; default : if(isprint(ascii)) add_char(ascii); break; } return(GUI_YUM); }
GUI_status CommandBarNewUI::KeyDown(SDL_keysym key) { KeyBinder *keybinder = Game::get_game()->get_keybinder(); ActionType a = keybinder->get_ActionType(key); switch(keybinder->GetActionKeyType(a)) { case NORTH_KEY: do { if(cur_pos - icon_w < 0) cur_pos = icon_w * icon_h - (icon_w - cur_pos%icon_w); else cur_pos -= icon_w; } while(cur_pos >= num_icons); break; case SOUTH_KEY: do { cur_pos = (cur_pos + icon_w) % (icon_w * icon_h); } while(cur_pos >= num_icons); break; case WEST_KEY: do { if(cur_pos%icon_w == 0) cur_pos = (cur_pos/icon_w)*icon_w+icon_w-1; else cur_pos--; } while(cur_pos >= num_icons); break; case EAST_KEY: do { cur_pos = (cur_pos/icon_w)*icon_w + (cur_pos+1) % icon_w; } while(cur_pos >= num_icons); break; case DO_ACTION_KEY: if(cur_pos < num_icons) { hit((sint8)cur_pos); #ifdef HAVE_JOYSTICK_SUPPORT keybinder->set_enable_joy_repeat(true); #endif Hide(); } break; case CANCEL_ACTION_KEY: case NEW_COMMAND_BAR_KEY: #ifdef HAVE_JOYSTICK_SUPPORT keybinder->set_enable_joy_repeat(true); #endif Hide(); break; default : keybinder->handle_always_available_keys(a); break; } return GUI_YUM; }