/usr/src/castle-game-engine-6.4/ui/castleinputs.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2003-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Key and mouse shortcuts (TInputShortcut) and global management of them.
TInputShortcut instance represents a key/mouse shortcut.
Instances of this class are spread throughout the engine.
We have two different ways of using TInputShortcut instance:
@unorderedList(
@item(
@bold(Global)
TInputShortcut instance with TInputShortcut.Group <> igLocal
is called "global". Such instance is automatically (at construction)
added to InputsAll and InputsGroup[Group] lists.
The purpose of such global input map is to be able to detect key conflicts,
be able to restore whole input map to default,
load/save them to the user config file, and so on.
All shortcuts used in a typical 3D game, with normal CastleLevels
and CastlePlayer usage, are global.
Global shortcuts are owned (they will be freed by) this unit
(more specifically, they will be freed by InputsAll).
When creating them, pass @nil to the Owner parameter
of constructor TInputShortcut.Create.
This implies that InputsAll and InputsGroup[Group] lists will never shrink,
which is useful --- once added, shortcuts will not disappear.
Global TInputShortcut instances are always in practice also global variables.
For example CastleSceneManager unit contains Input_Interact.
For example CastlePlayer contains many inputs.
)
@item(
@bold(Local)
TInputShortcut instance with TInputShortcut.Group = igLocal
is called "local". Basically, it means it's a normal component,
it's not magically present on any global list, it's not magically
managed by any list.
For example TWalkCamera contains a number of them like
TWalkCamera.Input_Forward.
Although it seems like "global" inputs are such a good idea, there
are some reasons for having some inputs "local":
@unorderedList(
@itemSpacing Compact
@item(You can set them locally, obviously, not program-wide.)
@item(You can set them from Lazarus object inspector e.g. for cameras.)
@item(We cannot add shortcuts of both TExamineCamera and TWalkCamera
to global, as they would conflict (e.g. "up arrow key" is used
by both by default). The InputsAll doesn't have (for now) any mechanism
to indicate that only one of the cameras will be in practice
used for a given TCastleSceneManager.)
@item(We cannot add shortcuts of TCamera descendants also because
CastlePlayer has shortcuts that override camera shortcuts.
One day this problem may disappear, when TPlayer and TCamera
will become integrated more.)
)
)
)
You create new inputs by simply constructing new TInputShortcut instances.
Make sure you add all global inputs before calling @code(Config.Load),
as some functionality assumes that all shortcuts are already added
at the time @code(Config.Load) is called.
The engine units themselves never call @code(Config.Load), it is left
to the final application. }
unit CastleInputs;
{$I castleconf.inc}
interface
uses Classes, Generics.Collections,
CastleKeysMouse, CastleUtils, CastleClassUtils,
CastleXMLConfig, CastleUIControls;
type
TInputGroup = (igLocal, igBasic, igItems, igOther);
{ A keyboard and/or mouse shortcut for activating some action.
Action may be activated by:
@unorderedList(
@itemSpacing compact
@item at most two key shortcuts,
@item and one mouse button shortcut,
@item and one character shortcut,
@item and one mouse wheel shortcut.
)
The difference between @italic(key shortcut) and @italic(character shortcut):
@italic("Key") is something that can be expressed as TKey value.
@italic("Character") is something that can be expressed as Char value.
They are keys like "control key" (K_Ctrl) or "shift key" (K_Shift)
that cannot be expressed (on their own) as characters.
Characters are both more and less specific: character "A" (upper letter "a")
is activated by pressing "a", but only when Shift is pressed or CapsLock is on
(window system / GUI toolkit may also allow other ways to input characters).
Name of this component is additionally used if this is a global
input shortcut (with Group <> igLocal, see CastleInputs unit documentation):
it is used for config file entries and for the CastleScript
@code(shortcut()) function
[castle-engine.sourceforge.net/castle_script.php#function_shortcut] .
Any valid Pascal identifier will be Ok for these purposes. }
TInputShortcut = class(TComponent)
private
FKey1: TKey;
FKey2: TKey;
FCharacter: Char;
FMouseButtonUse: boolean;
FMouseButton: TMouseButton;
FMouseWheel: TMouseWheelDirection;
FCaption: string;
FGroup: TInputGroup;
FGroupOrder: Integer;
{ Index of InputsAll. For now this is useful only for sorting,
to decide order when GroupOrder is equal between two items. }
Index: Integer;
procedure SetKey1(const Value: TKey);
procedure SetKey2(const Value: TKey);
procedure SetCharacter(const Value: Char);
procedure SetMouseButtonUse(const Value: boolean);
procedure SetMouseButton(const Value: TMouseButton);
procedure SetMouseWheel(const Value: TMouseWheelDirection);
private
FDefaultKey1: TKey;
FDefaultKey2: TKey;
FDefaultCharacter: Char;
FDefaultMouseButtonUse: boolean;
FDefaultMouseButton: TMouseButton;
FDefaultMouseWheel: TMouseWheelDirection;
protected
{ Called always right after the key/character/mouse
shortcut value changed. Note that this is called only when
the "current" values (Key1, Key2, Character, MouseButtonUse, MouseButton,
MouseWheel) changed, and it's not called when just the DefaultXxx
values changed. }
procedure Changed; virtual;
public
{ Constructor that always creates local shortcuts (with Group = igLocal).
Caption and Name are left empty (they do not have to be set for
local shortcuts; although you may wish to later assign Name anyway,
if you use this as sub-component in Lazarus). }
constructor Create(AOwner: TComponent); overload; override;
{ Flexible constructor that allows to set Group and choose global or local
shortcut. }
constructor Create(const AOwner: TComponent;
const ACaption: string;
const AName: string;
const AGroup: TInputGroup); overload;
procedure MakeDefault;
{ Assigns to this object the default values from Source. }
procedure AssignFromDefault(Source: TInputShortcut);
{ Copy Source properties to this object.
It always copies "current" properties (Key1, Key2, Character,
MouseButtonUse, MouseButton, MouseWheel), and optionally (if CopyDefaults)
also copies the DefaultXxx properties. }
procedure Assign(Source: TInputShortcut; CopyDefaults: boolean); reintroduce;
{ Set keys/mouse buttons of this shortcut.
Sets both current and default properties. }
procedure Assign(
const AKey1: TKey;
const AKey2: TKey = K_None;
const ACharacter: Char = #0;
const AMouseButtonUse: boolean = false;
const AMouseButton: TMouseButton = mbLeft;
const AMouseWheel: TMouseWheelDirection = mwNone);
{ Make this input impossible to activate by the user.
This sets both keys to K_None, Character to #0, MouseButtonUse
to @false, and MouseWheel to mwNone. }
procedure MakeClear(const ClearAlsoDefaultState: boolean = false);
{ Given a set of currently pressed keys and mouse buttons,
decide whether this input is currently pressed. }
function IsPressed(Pressed: TKeysPressed;
const MousePressed: TMouseButtons): boolean; overload;
{ Looking at Container's currently pressed keys and mouse buttons,
decide whether this input is currently pressed. }
function IsPressed(Container: TUIContainer): boolean; overload;
{ Check does given Key or ACharacter correspond to this input shortcut.
If Key = K_None and ACharacter = #0, result is always @false. }
function IsKey(Key: TKey; ACharacter: Char): boolean;
{ Check does given mouse button correspond to this input shortcut.
In practice, just checks MouseButtonUse and if @true, compares
AMouseButton with MouseButton. }
function IsMouseButton(AMouseButton: TMouseButton): boolean;
function IsMouseWheel(const AMouseWheel: TMouseWheelDirection): boolean;
{ Check does given key or mouse button or mouse wheel use activates
this shortcut.
For key/character press, set AKey <> K_None or ACharacter <> #0.
For mouse button press, set AMousePress to @true
and pass relevant AMouseButton. For mouse wheel, pass AMouseWheel
<> mwNone. Pass only one of these three events here,
for example if you AMousePress to @true then pass
AKey = K_None and ACharacter = #0 and AMouseWheel = mwNone.
Basically, this is a "dispatcher" that simply calls one of the IsKey or
IsMouseButton or IsMouseWheel methods. It's sometimes more comfortable
to use this instead of taking care of them separately. }
function IsEvent(AKey: TKey; ACharacter: Char;
AMousePress: boolean; AMouseButton: TMouseButton;
AMouseWheel: TMouseWheelDirection): boolean; overload;
function IsEvent(const Event: TInputPressRelease): boolean; overload;
{ Describe the current value (which key, mouse buttons and such) of this
shortcut. If there is no way to press this shortcut (all properties
like Key1 and such are empty, like after MakeClear), we will use NoneString.
The overloaded version without NoneString parameter will
assume that NoneString should describe the shortcut @link(Caption).
This way, if user cleared (deleted all key/mouse buttons assigned)
the shortcut in the game configuration, and we show him a message like:
@longCode(# 'Press ' + Input.Description + ' to do something' #)
then user will see it as @code('Press "use" key to do something')
and will know that (s)he should configure the "use" key.
@groupBegin }
function Description(const NoneString: string): string; overload;
function Description: string; overload;
{ @groupEnd }
{ Modifier keys that are relevant to recognize this shortcut. }
function Modifiers: TModifierKeys;
{ Nice name to show user. With spaces, localized characters etc. }
property Caption: string read FCaption;
{ Group of the global shortcut, or igLocal indicating a local shortcut.
Games may use this group to better show the keys configuration for user,
presenting together keys from the same group. }
property Group: TInputGroup read FGroup;
{ Order of the shortcut within it's @link(Group).
The order may be important, as menus may show InputsGroup
to user in this order.
This order is applied (the group is actually sorted by GroupOrder)
when reading config file.
For equal GroupOrder, the order of creation (equal to the order
on InputsAll list) decides which is first. }
property GroupOrder: Integer read FGroupOrder write FGroupOrder;
{ Add to shortcut new key or mouse button or mouse wheel. }
procedure Add(const NewEvent: TInputPressRelease);
published
{ Key/mouse properties on TInputShortcut are declared without
"default" specifier, to always save them in Lazarus LFM file.
Reason: various class (TExamineCamera, TWalkCamera, TCastleSceneManager)
create them setting different default values.
If we would declare that default for Key1 is K_None,
then you couldn't set in Lazarus e.g. TWalkCamera.Input_Forward.Key1 to K_None.
Such K_None would not be saved to LFM (since it would equal Key1 default
value), but when reading the LFM back it would change into K_Up
(because TWalkCamera creates Input_Forward with K_Up by default). }
{ Key shortcuts for given command. You can set any of them to K_None
to indicate that no key is assigned.
@groupBegin }
property Key1: TKey read FKey1 write SetKey1;
property Key2: TKey read FKey2 write SetKey2;
{ @groupEnd }
{ Character shortcut for given command. You can set this to #0
to indicate that no character shortcut is assigned. }
property Character: Char read FCharacter write SetCharacter;
{ Mouse shortcut for given command. You can set MouseButtonUse to @false
if you don't want to use this.
@groupBegin }
property MouseButtonUse: boolean read FMouseButtonUse write SetMouseButtonUse;
property MouseButton: TMouseButton read FMouseButton write SetMouseButton;
{ @groupEnd }
{ Mouse wheel to activate this command. Note that mouse wheels cannot be
continously pressed (our method IsPressed doesn't look at it),
so this is only suitable for commands that work in steps
(not continously). }
property MouseWheel: TMouseWheelDirection read FMouseWheel
write SetMouseWheel;
{ Default values for properties key/mouse.
You can change them --- this will change what MakeDefault does.
Note that setting these properties doesn't automatically set
corresponding "current" property. E.g. @code(DefaultKey1 := K_Space;)
doesn't change the value of Key1 property --- only DefaultKey1
changes. You can explicitly change Key1 property, or just call
MakeDefault afterwards, if you want this to happen.
@groupBegin }
property DefaultKey1: TKey read FDefaultKey1 write FDefaultKey1;
property DefaultKey2: TKey read FDefaultKey2 write FDefaultKey2;
property DefaultCharacter: Char
read FDefaultCharacter write FDefaultCharacter;
property DefaultMouseButtonUse: boolean
read FDefaultMouseButtonUse write FDefaultMouseButtonUse;
property DefaultMouseButton: TMouseButton
read FDefaultMouseButton write FDefaultMouseButton;
property DefaultMouseWheel: TMouseWheelDirection
read FDefaultMouseWheel write FDefaultMouseWheel;
{ @groupEnd }
{ }
{ TODO: Maybe introduce a way to limit (TKey, or all shortcuts?)
to activate only when specific modifier is pressed.
Right now both TWalkCamera and TExamineCamera check modifiers
and have not configurable behavior:
- TWalkCamera allows inputs only when modifiers = [].
Except Input_Right/LeftRot and Input_Up/DownRotate that have special
meaning when Ctrl is pressed (see TWalkCamera.AllowSlowerRotations).
- TExamineCamera allows Inputs_Move only when modifiers = [mkCtrl].
Other TExamineCamera are allowed only when modifiers = []. }
end;
TInputShortcutList = class({$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<TInputShortcut>)
public
{ Find shortcut by name, returns @nil if not found. }
function FindName(const Name: string): TInputShortcut;
{ Seeks for a shortcut that has matching key or mouse button or mouse wheel.
@nil if not found. }
function SeekMatchingShortcut(const Event: TInputPressRelease): TInputShortcut;
procedure RestoreDefaults;
function SeekConflict(out ConflictDescription: string): boolean;
{ Load customized input shortcuts from a config file,
for example from @link(UserConfig). }
procedure LoadFromConfig(const Config: TCastleConfig);
{ Save customized input shortcuts to a config file,
for example to a @link(UserConfig). }
procedure SaveToConfig(const Config: TCastleConfig);
end;
var
{ List of all global inputs.
Will be created in initialization and freed in finalization of this unit.
All TInputShortcut instances will automatically add to this. }
InputsAll: TInputShortcutList;
InputsGroup: array [igBasic..High(TInputGroup)] of TInputShortcutList;
implementation
uses SysUtils, Generics.Defaults,
CastleStringUtils;
{ TInputShortcut ------------------------------------------------------------- }
constructor TInputShortcut.Create(const AOwner: TComponent;
const ACaption: string;
const AName: string;
const AGroup: TInputGroup);
begin
inherited Create(AOwner);
FCaption := ACaption;
Name := AName;
FGroup := AGroup;
if Group <> igLocal then
begin
Index := InputsAll.Count;
InputsAll.Add(Self);
InputsGroup[Group].Add(Self);
end;
end;
constructor TInputShortcut.Create(AOwner: TComponent);
begin
Create(AOwner, '', '', igLocal);
end;
procedure TInputShortcut.MakeDefault;
begin
AssignFromDefault(Self);
end;
procedure TInputShortcut.AssignFromDefault(Source: TInputShortcut);
begin
FKey1 := Source.DefaultKey1;
FKey2 := Source.DefaultKey2;
FCharacter := Source.DefaultCharacter;
FMouseButtonUse := Source.DefaultMouseButtonUse;
FMouseButton := Source.DefaultMouseButton;
FMouseWheel := Source.DefaultMouseWheel;
{ we don't set here properties, but directly set FXxx fields,
so that we can call Changed only once. }
Changed;
end;
procedure TInputShortcut.Assign(const AKey1: TKey;
const AKey2: TKey;
const ACharacter: Char;
const AMouseButtonUse: boolean;
const AMouseButton: TMouseButton;
const AMouseWheel: TMouseWheelDirection);
begin
FDefaultKey1 := AKey1;
FDefaultKey2 := AKey2;
FDefaultCharacter := ACharacter;
FDefaultMouseButtonUse := AMouseButtonUse;
FDefaultMouseButton := AMouseButton;
FDefaultMouseWheel := AMouseWheel;
MakeDefault;
end;
procedure TInputShortcut.Assign(Source: TInputShortcut; CopyDefaults: boolean);
begin
if CopyDefaults then
begin
DefaultKey1 := Source.DefaultKey1;
DefaultKey2 := Source.DefaultKey2;
DefaultCharacter := Source.DefaultCharacter;
DefaultMouseButtonUse := Source.DefaultMouseButtonUse;
DefaultMouseButton := Source.DefaultMouseButton;
DefaultMouseWheel := Source.DefaultMouseWheel;
end;
FKey1 := Source.Key1;
FKey2 := Source.Key2;
FCharacter := Source.Character;
FMouseButtonUse := Source.MouseButtonUse;
FMouseButton := Source.MouseButton;
FMouseWheel := Source.MouseWheel;
{ we don't set here properties, but directly set FXxx fields,
so that we can call Changed only once. }
Changed;
end;
procedure TInputShortcut.MakeClear(const ClearAlsoDefaultState: boolean);
begin
FKey1 := K_None;
FKey2 := K_None;
FCharacter := #0;
FMouseButtonUse := false;
FMouseWheel := mwNone;
if ClearAlsoDefaultState then
begin
FDefaultKey1 := K_None;
FDefaultKey2 := K_None;
FDefaultCharacter := #0;
FDefaultMouseButtonUse := false;
FDefaultMouseWheel := mwNone;
end;
{ we don't set here properties, but directly set FXxx fields,
so that we can call Changed only once. }
Changed;
end;
function TInputShortcut.IsPressed(Pressed: TKeysPressed;
const MousePressed: TMouseButtons): boolean;
begin
Result :=
( (Pressed <> nil) and (Pressed.Keys[Key1] or
Pressed.Keys[Key2] or
Pressed.Characters[Character]) ) or
( MouseButtonUse and (MouseButton in MousePressed) );
end;
function TInputShortcut.IsPressed(Container: TUIContainer): boolean;
begin
Result := IsPressed(Container.Pressed, Container.MousePressed);
end;
function TInputShortcut.IsKey(Key: TKey; ACharacter: Char): boolean;
begin
Result :=
( (Key <> K_None) and ( (Key = Key1) or (Key = Key2) ) ) or
( (Character <> #0) and (Character = ACharacter) );
end;
function TInputShortcut.IsMouseButton(AMouseButton: TMouseButton): boolean;
begin
Result := MouseButtonUse and (AMouseButton = MouseButton);
end;
function TInputShortcut.IsMouseWheel(const AMouseWheel: TMouseWheelDirection): boolean;
begin
Result := (AMouseWheel <> mwNone) and (AMouseWheel = MouseWheel);
end;
function TInputShortcut.IsEvent(AKey: TKey; ACharacter: Char;
AMousePress: boolean; AMouseButton: TMouseButton;
AMouseWheel: TMouseWheelDirection): boolean;
begin
if AMousePress then
Result := IsMouseButton(AMouseButton) else
if AMouseWheel <> mwNone then
Result := IsMouseWheel(AMouseWheel) else
Result := IsKey(AKey, ACharacter);
end;
function TInputShortcut.IsEvent(const Event: TInputPressRelease): boolean;
begin
case Event.EventType of
itKey : Result := IsKey(Event.Key, Event.KeyCharacter);
itMouseButton: Result := IsMouseButton(Event.MouseButton);
itMouseWheel : Result := IsMouseWheel(Event.MouseWheel);
else raise EInternalError.Create('TInputShortcut.IsEvent: Event.EventType?');
end;
end;
function TInputShortcut.Description(const NoneString: string): string;
begin
Result := '';
{ It's important for this description to be really compact (as it's
used in situations like menu items (see "The Castle")), that's why
I mess with checking various cases and trying to make shorter string
for this. }
if (Key1 <> K_None) or (Key2 <> K_None) then
begin
if (Key1 <> K_None) and (Key2 <> K_None) then
Result := Format('key "%s" or "%s"', [KeyToStr(Key1), KeyToStr(Key2)]) else
if Key1 <> K_None then
Result := Result + (Format('key "%s"', [KeyToStr(Key1)])) else
Result := Result + Format('key "%s"', [KeyToStr(Key2)]);
end;
if Character <> #0 then
begin
if Result <> '' then Result := Result + ' or ';
Result := Result + Format('char "%s"', [CharToNiceStr(Character)]);
end;
if MouseButtonUse then
begin
if Result <> '' then Result := Result + ' or ';
Result := Result + Format('mouse "%s"', [MouseButtonStr[MouseButton]]);
end;
if MouseWheel <> mwNone then
begin
if Result <> '' then Result := Result + ' or ';
Result := Result + Format('wheel "%s"', [MouseWheelDirectionStr[MouseWheel]]);
end;
if Result = '' then
Result := NoneString;
end;
function TInputShortcut.Description: string;
begin
Result := Description(Format('"%s" key', [Caption]));
end;
procedure TInputShortcut.Changed;
begin
end;
procedure TInputShortcut.SetKey1(const Value: TKey);
begin
FKey1 := Value;
Changed;
end;
procedure TInputShortcut.SetKey2(const Value: TKey);
begin
FKey2 := Value;
Changed;
end;
procedure TInputShortcut.SetCharacter(const Value: Char);
begin
FCharacter := Value;
Changed;
end;
procedure TInputShortcut.SetMouseButtonUse(const Value: boolean);
begin
FMouseButtonUse := Value;
Changed;
end;
procedure TInputShortcut.SetMouseButton(const Value: TMouseButton);
begin
FMouseButton := Value;
Changed;
end;
procedure TInputShortcut.SetMouseWheel(const Value: TMouseWheelDirection);
begin
FMouseWheel := Value;
Changed;
end;
function TInputShortcut.Modifiers: TModifierKeys;
var
MK: TModifierKey;
begin
Result := [];
for MK := Low(MK) to High(MK) do
begin
if (Key1 = ModifierKeyToKey[MK]) or (Key2 = ModifierKeyToKey[MK]) then
Include(Result, MK);
end;
end;
procedure TInputShortcut.Add(const NewEvent: TInputPressRelease);
begin
case NewEvent.EventType of
itMouseButton:
begin
MouseButtonUse := true;
MouseButton := NewEvent.MouseButton;
end;
itMouseWheel:
MouseWheel := NewEvent.MouseWheel;
itKey:
if Key1 = K_None then
Key1 := NewEvent.Key else
if Key2 = K_None then
Key2 := NewEvent.Key else
begin
{ We move the previous Key1 to Key2, and set Key1 to new key.
This looks nice for user when this is displayed as the menu argument. }
Key2 := Key1;
Key1 := NewEvent.Key;
end;
else raise EInternalError.Create('TInputShortcut.Add: NewEvent.EventType?');
end;
end;
{ TInputShortcutList ----------------------------------------------------- }
function TInputShortcutList.SeekMatchingShortcut(
const Event: TInputPressRelease): TInputShortcut;
var
I: Integer;
begin
for I := 0 to Count - 1 do
begin
Result := Items[I];
if Result.IsEvent(Event) then
Exit;
end;
Result := nil;
end;
procedure TInputShortcutList.RestoreDefaults;
var
I: Integer;
begin
for I := 0 to Count - 1 do
Items[I].MakeDefault;
end;
procedure TInputShortcutList.SaveToConfig(const Config: TCastleConfig);
var
I: Integer;
begin
for I := 0 to Count - 1 do
begin
Config.SetDeleteKey('inputs/' + Items[I].Name + '/key1',
Items[I].Key1, Items[I].DefaultKey1);
Config.SetDeleteKey('inputs/' + Items[I].Name + '/key2',
Items[I].Key2, Items[I].DefaultKey2);
Config.SetDeleteValue('inputs/' + Items[I].Name + '/mouse_button_use',
Items[I].MouseButtonUse, Items[I].DefaultMouseButtonUse);
Config.SetDeleteValue('inputs/' + Items[I].Name + '/mouse_button',
Ord(Items[I].MouseButton), Ord(Items[I].DefaultMouseButton));
Config.SetDeleteValue('inputs/' + Items[I].Name + '/mouse_wheel',
Ord(Items[I].MouseWheel), Ord(Items[I].DefaultMouseWheel));
end;
end;
function SortInputShortcut(constref A, B: TInputShortcut): Integer;
begin
Result := A.GroupOrder - B.GroupOrder;
{ since TFPSList.Sort is not stable, we use Index to keep order predictable
when GroupOrder is equal }
if Result = 0 then
Result := A.Index - B.Index;
end;
procedure TInputShortcutList.LoadFromConfig(const Config: TCastleConfig);
type
TInputShortcutComparer = {$ifdef CASTLE_OBJFPC}specialize{$endif} TComparer<TInputShortcut>;
var
I: Integer;
ConflictDescription: string;
G: TInputGroup;
begin
{ we assume that all inputs are added now, so we do some finalizing operations
now, like checking defaults for conflicts and sorting by GroupOrder. }
if SeekConflict(ConflictDescription) then
raise EInternalError.Create(
'Default key/mouse shortcuts layout has conflicts: ' + ConflictDescription);
for G := Low(InputsGroup) to High(InputsGroup) do
InputsGroup[G].Sort(TInputShortcutComparer.Construct(@SortInputShortcut));
for I := 0 to Count - 1 do
begin
Items[I].Key1 := Config.GetKey(
'inputs/' + Items[I].Name + '/key1', Items[I].DefaultKey1);
Items[I].Key2 := Config.GetKey(
'inputs/' + Items[I].Name + '/key2', Items[I].DefaultKey2);
Items[I].MouseButtonUse := Config.GetValue(
'inputs/' + Items[I].Name + '/mouse_button_use',
Items[I].DefaultMouseButtonUse);
Items[I].MouseButton := TMouseButton(Config.GetValue(
'inputs/' + Items[I].Name + '/mouse_button',
Ord(Items[I].DefaultMouseButton)));
Items[I].MouseWheel := TMouseWheelDirection(Config.GetValue(
'inputs/' + Items[I].Name + '/mouse_wheel',
Ord(Items[I].DefaultMouseWheel)));
end;
if SeekConflict(ConflictDescription) then
begin
WarningWrite(
'Your key/mouse shortcuts layout has conflicts. This can happen if you ' +
'just upgraded the game to newer version, and the newer version has new ' +
'key/mouse shortcuts or has different default key/mouse shortcuts than previous ' +
'version. It can also happen if you manually edited the configuration ' +
'file. I will reset your key/mouse shortcuts to default now.' +nl+
nl+
'Detailed conflict description: ' + ConflictDescription);
RestoreDefaults;
end;
end;
function TInputShortcutList.SeekConflict(
out ConflictDescription: string): boolean;
var
I, J: Integer;
begin
for I := 0 to Count - 1 do
for J := I + 1 to Count - 1 do
begin
if Items[J].IsKey(Items[I].Key1, #0) or
Items[J].IsKey(Items[I].Key2, #0) or
(Items[I].MouseButtonUse and
Items[J].IsMouseButton(Items[I].MouseButton)) then
begin
ConflictDescription := Format('"%s" conflicts with "%s"',
[Items[I].Caption, Items[J].Caption]);
Exit(true);
end;
end;
Result := false;
end;
function TInputShortcutList.FindName(const Name: string): TInputShortcut;
var
I: Integer;
begin
for I := 0 to Count - 1 do
if Items[I].Name = Name then
Exit(Items[I]);
Result := nil;
end;
{ initialization / finalization ---------------------------------------------- }
procedure DoInitialization;
var
G: TInputGroup;
begin
InputsAll := TInputShortcutList.Create(true);
for G := Low(InputsGroup) to High(InputsGroup) do
InputsGroup[G] := TInputShortcutList.Create(false);
// automatic loading/saving is more troublesome than it's worth
// UserConfig.AddLoadListener(@InputsAll.LoadFromConfig);
// UserConfig.AddSaveListener(@InputsAll.SaveToConfig);
end;
procedure DoFinalization;
var
G: TInputGroup;
begin
// automatic loading/saving is more troublesome than it's worth
// if (InputsAll <> nil) and (UserConfig <> nil) then
// begin
// Config.RemoveLoadListener(@InputsAll.LoadFromConfig);
// Config.RemoveSaveListener(@InputsAll.SaveToConfig);
// end;
for G := Low(InputsGroup) to High(InputsGroup) do
FreeAndNil(InputsGroup[G]);
FreeAndNil(InputsAll);
end;
initialization
DoInitialization;
finalization
DoFinalization;
end.
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