Hey! This patch is good :)
I would just replace "previos_modifier_bits" by "previous_modifier_bits"
or "prev_modifier_bits" ;)
You can push it on the trunk!
Thanks,
Matt (gentildemon)
Florian Köberle a écrit :
> ---
> src/interface/keyboard.cpp | 193
> +++++++++++++++++++++----------
> src/interface/keyboard.h | 6 +
> src/interface/man_machine_interface.cpp | 179 +++++++++++++++++++----------
> src/interface/man_machine_interface.h | 55 +++++++--
> 4 files changed, 299 insertions(+), 134 deletions(-)
>
> diff --git a/src/interface/keyboard.cpp b/src/interface/keyboard.cpp
> index 7debe61..b5dc813 100644
> --- a/src/interface/keyboard.cpp
> +++ b/src/interface/keyboard.cpp
> @@ -24,6 +24,15 @@
> #include "network/chat.h"
> #include <SDL_events.h>
>
> +#define MODIFIER_OFFSET (SDLK_LAST + 1)
> +#define SHIFT_BIT 0x1
> +#define ALT_BIT 0x2
> +#define CONTROL_BIT 0x4
> +#define SHIFT_OFFSET (MODIFIER_OFFSET * SHIFT_BIT)
> +#define CONTROL_OFFSET (MODIFIER_OFFSET * CONTROL_BIT)
> +#define ALT_OFFSET (MODIFIER_OFFSET * ALT_BIT)
> +
> +
> Keyboard::Keyboard() : ManMachineInterface()
> {
> //Disable repeated events when a key is kept down
> @@ -37,43 +46,106 @@ Keyboard::Keyboard() : ManMachineInterface()
>
> void Keyboard::SetDefaultConfig()
> {
> - SetKeyAction(SDLK_LEFT, ManMachineInterface::KEY_MOVE_LEFT);
> - SetKeyAction(SDLK_RIGHT, ManMachineInterface::KEY_MOVE_RIGHT);
> - SetKeyAction(SDLK_UP, ManMachineInterface::KEY_UP);
> - SetKeyAction(SDLK_DOWN, ManMachineInterface::KEY_DOWN);
> - SetKeyAction(SDLK_RETURN, ManMachineInterface::KEY_JUMP);
> - SetKeyAction(SDLK_BACKSPACE, ManMachineInterface::KEY_HIGH_JUMP);
> - SetKeyAction(SDLK_b, ManMachineInterface::KEY_BACK_JUMP);
> - SetKeyAction(SDLK_SPACE, ManMachineInterface::KEY_SHOOT);
> - SetKeyAction(SDLK_TAB, ManMachineInterface::KEY_NEXT_CHARACTER);
> - SetKeyAction(SDLK_ESCAPE, ManMachineInterface::KEY_QUIT);
> - SetKeyAction(SDLK_PAUSE, ManMachineInterface::KEY_PAUSE);
> - SetKeyAction(SDLK_F10, ManMachineInterface::KEY_FULLSCREEN);
> - SetKeyAction(SDLK_F9, ManMachineInterface::KEY_TOGGLE_INTERFACE);
> - SetKeyAction(SDLK_F1, ManMachineInterface::KEY_WEAPONS1);
> - SetKeyAction(SDLK_F2, ManMachineInterface::KEY_WEAPONS2);
> - SetKeyAction(SDLK_F3, ManMachineInterface::KEY_WEAPONS3);
> - SetKeyAction(SDLK_F4, ManMachineInterface::KEY_WEAPONS4);
> - SetKeyAction(SDLK_F5, ManMachineInterface::KEY_WEAPONS5);
> - SetKeyAction(SDLK_F6, ManMachineInterface::KEY_WEAPONS6);
> - SetKeyAction(SDLK_F7, ManMachineInterface::KEY_WEAPONS7);
> - SetKeyAction(SDLK_F8, ManMachineInterface::KEY_WEAPONS8);
> - SetKeyAction(SDLK_c, ManMachineInterface::KEY_CENTER);
> - SetKeyAction(SDLK_1, ManMachineInterface::KEY_WEAPON_1);
> - SetKeyAction(SDLK_2, ManMachineInterface::KEY_WEAPON_2);
> - SetKeyAction(SDLK_3, ManMachineInterface::KEY_WEAPON_3);
> - SetKeyAction(SDLK_4, ManMachineInterface::KEY_WEAPON_4);
> - SetKeyAction(SDLK_5, ManMachineInterface::KEY_WEAPON_5);
> - SetKeyAction(SDLK_6, ManMachineInterface::KEY_WEAPON_6);
> - SetKeyAction(SDLK_7, ManMachineInterface::KEY_WEAPON_7);
> - SetKeyAction(SDLK_8, ManMachineInterface::KEY_WEAPON_8);
> - SetKeyAction(SDLK_9, ManMachineInterface::KEY_WEAPON_9);
> - SetKeyAction(SDLK_PAGEUP, ManMachineInterface::KEY_WEAPON_MORE);
> - SetKeyAction(SDLK_PAGEDOWN, ManMachineInterface::KEY_WEAPON_LESS);
> - SetKeyAction(SDLK_s, ManMachineInterface::KEY_CHAT);
> - SetKeyAction(SDLK_t, ManMachineInterface::KEY_CHAT);
> - SetKeyAction(SDLK_F11,
> ManMachineInterface::KEY_MENU_OPTIONS_FROM_GAME);
> - SetKeyAction(SDLK_m, ManMachineInterface::KEY_MINIMAP_FROM_GAME);
> + SetKeyAction(SDLK_LEFT,
> ManMachineInterface::KEY_MOVE_LEFT);
> + SetKeyAction(SHIFT_OFFSET + SDLK_LEFT,
> ManMachineInterface::KEY_MOVE_LEFT_SLOWLY);
> + SetKeyAction(SDLK_RIGHT,
> ManMachineInterface::KEY_MOVE_RIGHT);
> + SetKeyAction(SHIFT_OFFSET + SDLK_RIGHT,
> ManMachineInterface::KEY_MOVE_RIGHT_SLOWLY);
> + SetKeyAction(SDLK_UP, ManMachineInterface::KEY_UP);
> + SetKeyAction(SHIFT_OFFSET + SDLK_UP,
> ManMachineInterface::KEY_UP_SLOWLY);
> + SetKeyAction(SDLK_DOWN, ManMachineInterface::KEY_DOWN);
> + SetKeyAction(SHIFT_OFFSET + SDLK_DOWN,
> ManMachineInterface::KEY_DOWN_SLOWLY);
> + SetKeyAction(CONTROL_OFFSET + SDLK_LEFT,
> ManMachineInterface::KEY_MOVE_CAMERA_LEFT);
> + SetKeyAction(CONTROL_OFFSET + SDLK_RIGHT,
> ManMachineInterface::KEY_MOVE_CAMERA_RIGHT);
> + SetKeyAction(CONTROL_OFFSET + SDLK_UP,
> ManMachineInterface::KEY_MOVE_CAMERA_UP);
> + SetKeyAction(CONTROL_OFFSET + SDLK_DOWN,
> ManMachineInterface::KEY_MOVE_CAMERA_DOWN);
> + SetKeyAction(SDLK_RETURN, ManMachineInterface::KEY_JUMP);
> + SetKeyAction(SDLK_BACKSPACE,
> ManMachineInterface::KEY_HIGH_JUMP);
> + SetKeyAction(SDLK_b,
> ManMachineInterface::KEY_BACK_JUMP);
> + SetKeyAction(SDLK_SPACE, ManMachineInterface::KEY_SHOOT);
> + SetKeyAction(SDLK_TAB,
> ManMachineInterface::KEY_NEXT_CHARACTER);
> + SetKeyAction(SDLK_ESCAPE, ManMachineInterface::KEY_QUIT);
> + SetKeyAction(SDLK_PAUSE, ManMachineInterface::KEY_PAUSE);
> + SetKeyAction(SDLK_F10,
> ManMachineInterface::KEY_FULLSCREEN);
> + SetKeyAction(SDLK_F9,
> ManMachineInterface::KEY_TOGGLE_INTERFACE);
> + SetKeyAction(SDLK_F1,
> ManMachineInterface::KEY_WEAPONS1);
> + SetKeyAction(SDLK_F2,
> ManMachineInterface::KEY_WEAPONS2);
> + SetKeyAction(SDLK_F3,
> ManMachineInterface::KEY_WEAPONS3);
> + SetKeyAction(SDLK_F4,
> ManMachineInterface::KEY_WEAPONS4);
> + SetKeyAction(SDLK_F5,
> ManMachineInterface::KEY_WEAPONS5);
> + SetKeyAction(SDLK_F6,
> ManMachineInterface::KEY_WEAPONS6);
> + SetKeyAction(SDLK_F7,
> ManMachineInterface::KEY_WEAPONS7);
> + SetKeyAction(SDLK_F8,
> ManMachineInterface::KEY_WEAPONS8);
> + SetKeyAction(SDLK_c,
> ManMachineInterface::KEY_CENTER);
> + SetKeyAction(SDLK_1,
> ManMachineInterface::KEY_WEAPON_1);
> + SetKeyAction(SDLK_2,
> ManMachineInterface::KEY_WEAPON_2);
> + SetKeyAction(SDLK_3,
> ManMachineInterface::KEY_WEAPON_3);
> + SetKeyAction(SDLK_4,
> ManMachineInterface::KEY_WEAPON_4);
> + SetKeyAction(SDLK_5,
> ManMachineInterface::KEY_WEAPON_5);
> + SetKeyAction(SDLK_6,
> ManMachineInterface::KEY_WEAPON_6);
> + SetKeyAction(SDLK_7,
> ManMachineInterface::KEY_WEAPON_7);
> + SetKeyAction(SDLK_8,
> ManMachineInterface::KEY_WEAPON_8);
> + SetKeyAction(SDLK_9,
> ManMachineInterface::KEY_WEAPON_9);
> + SetKeyAction(SDLK_PAGEUP,
> ManMachineInterface::KEY_WEAPON_MORE);
> + SetKeyAction(SDLK_PAGEDOWN,
> ManMachineInterface::KEY_WEAPON_LESS);
> + SetKeyAction(SDLK_s, ManMachineInterface::KEY_CHAT);
> + SetKeyAction(SDLK_t, ManMachineInterface::KEY_CHAT);
> + SetKeyAction(ALT_OFFSET + SDLK_RETURN, ManMachineInterface::KEY_CHAT);
> + SetKeyAction(SDLK_F11,
> ManMachineInterface::KEY_MENU_OPTIONS_FROM_GAME);
> + SetKeyAction(SDLK_m,
> ManMachineInterface::KEY_MINIMAP_FROM_GAME);
> +}
> +
> +
> +void Keyboard::HandleKeyComboEvent(int key_code, Key_Event_t event_type)
> +{
> + MSG_DEBUG("keyboard", "%s %s%s%s%d",
> + event_type == KEY_PRESSED ?"pressed":"released",
> + ((key_code / MODIFIER_OFFSET) & CONTROL_BIT)?"[control] + ": "",
> + ((key_code / MODIFIER_OFFSET) & ALT_BIT)?"[alt] + ": "",
> + ((key_code / MODIFIER_OFFSET) & SHIFT_BIT)?"[shift] + ": "",
> + key_code % MODIFIER_OFFSET);
> + std::map<int, Key_t>::iterator it = layout.find(key_code);
> +
> + if(it == layout.end())
> + return;
> +
> +
> + Key_t key = it->second;
> +
> + //While player writes, it cannot control the game but QUIT or PAUSE.
> + if (Game::GetInstance()->chatsession.CheckInput()) {
> + switch (key) {
> + case KEY_QUIT:
> + case KEY_PAUSE:
> + break;
> + default:
> + return;
> + }
> + }
> +
> + if(event_type == KEY_PRESSED) {
> + HandleKeyPressed(key);
> + return;
> + }
> +
> + if(event_type == KEY_RELEASED) {
> + HandleKeyReleased(key);
> + return;
> + }
> +}
> +
> +static int GetModifierBitsFromSDL() {
> + SDLMod sdl_modifier_bits = SDL_GetModState();
> + int result = 0;
> + if (sdl_modifier_bits & KMOD_SHIFT)
> + result |= SHIFT_BIT;
> +
> + if (sdl_modifier_bits & KMOD_ALT)
> + result |= ALT_BIT;
> +
> + if (sdl_modifier_bits & KMOD_CTRL)
> + result |= CONTROL_BIT;
> +
> + return result;
> }
>
> void Keyboard::HandleKeyEvent(const SDL_Event& event)
> @@ -101,31 +173,32 @@ void Keyboard::HandleKeyEvent(const SDL_Event& event)
> return;
> }
>
> - std::map<int, Key_t>::iterator it = layout.find(event.key.keysym.sym);
> -
> - if(it == layout.end())
> + int previos_modifier_bits = modifier_bits;
> + modifier_bits = GetModifierBitsFromSDL();
> + SDLKey basic_key_code = event.key.keysym.sym;
> + if (basic_key_code >= MODIFIER_OFFSET)
> return;
> -
> - Key_t key = it->second;
> -
> - //While player writes, it cannot control the game but QUIT or PAUSE.
> - if (Game::GetInstance()->chatsession.CheckInput()) {
> - switch (key) {
> - case KEY_QUIT:
> - case KEY_PAUSE:
> - break;
> - default:
> - return;
> + int key_code;
> + if (modifier_bits != previos_modifier_bits) {
> + std::set<SDLKey>::iterator it;
> + for (it = pressed_keys.begin(); it != pressed_keys.end(); it++) {
> + int basic_key_code_it = *it;
> + if (basic_key_code != basic_key_code_it) {
> + key_code = basic_key_code_it + MODIFIER_OFFSET *
> previos_modifier_bits;
> + HandleKeyComboEvent(key_code, KEY_RELEASED);
> + key_code = basic_key_code_it + MODIFIER_OFFSET * modifier_bits;
> + HandleKeyComboEvent(key_code, KEY_PRESSED);
> + }
> }
> }
> -
> - if(event_type == KEY_PRESSED) {
> - HandleKeyPressed(key);
> - return;
> - }
> -
> - if(event_type == KEY_RELEASED) {
> - HandleKeyReleased(key);
> - return;
> + if (event_type == KEY_PRESSED) {
> + key_code = basic_key_code + (MODIFIER_OFFSET * modifier_bits);
> + HandleKeyComboEvent(key_code, KEY_PRESSED);
> + pressed_keys.insert(basic_key_code);
> + } else {
> + ASSERT(event_type == KEY_RELEASED);
> + key_code = basic_key_code + (MODIFIER_OFFSET * previos_modifier_bits);
> + HandleKeyComboEvent(key_code, KEY_RELEASED);
> + pressed_keys.erase(basic_key_code);
> }
> }
> diff --git a/src/interface/keyboard.h b/src/interface/keyboard.h
> index 44c4856..5c65efd 100644
> --- a/src/interface/keyboard.h
> +++ b/src/interface/keyboard.h
> @@ -24,10 +24,16 @@
>
> //-----------------------------------------------------------------------------
> #include "interface/man_machine_interface.h"
> #include <WORMUX_singleton.h>
> +#include <set>
> +#include "SDL_keyboard.h"
>
> //-----------------------------------------------------------------------------
>
> class Keyboard : public ManMachineInterface, public Singleton<Keyboard>
> {
> +private:
> + int modifier_bits;
> + std::set<SDLKey> pressed_keys;
> + void HandleKeyComboEvent(int key_code, Key_Event_t event_type);
> protected:
> friend class Singleton<Keyboard>;
> Keyboard();
> diff --git a/src/interface/man_machine_interface.cpp
> b/src/interface/man_machine_interface.cpp
> index 6a40e19..034f351 100644
> --- a/src/interface/man_machine_interface.cpp
> +++ b/src/interface/man_machine_interface.cpp
> @@ -75,16 +75,16 @@ bool ManMachineInterface::MoveCamera(const Key_t &key)
> const
> bool r = true;
>
> switch(key) {
> - case KEY_MOVE_RIGHT:
> + case KEY_MOVE_CAMERA_RIGHT:
> Camera::GetInstance()->SetXY(Point2i(SCROLL_KEYBOARD, 0));
> break;
> - case KEY_MOVE_LEFT:
> + case KEY_MOVE_CAMERA_LEFT:
> Camera::GetInstance()->SetXY(Point2i(-SCROLL_KEYBOARD, 0));
> break;
> - case KEY_UP:
> + case KEY_MOVE_CAMERA_UP:
> Camera::GetInstance()->SetXY(Point2i(0, -SCROLL_KEYBOARD));
> break;
> - case KEY_DOWN:
> + case KEY_MOVE_CAMERA_DOWN:
> Camera::GetInstance()->SetXY(Point2i(0, SCROLL_KEYBOARD));
> break;
> default:
> @@ -101,12 +101,9 @@ bool ManMachineInterface::MoveCamera(const Key_t &key)
> const
> // Handle a pressed key
> void ManMachineInterface::HandleKeyPressed(const Key_t &key)
> {
> - SDLMod mod = SDL_GetModState();
> - if (mod & KMOD_CTRL) {
> - if (MoveCamera(key)) {
> - PressedKeys[key] = true;
> - return;
> - }
> + if (MoveCamera(key)) {
> + PressedKeys[key] = true;
> + return;
> }
>
> // Key repeat is useful in the menu, but we are handling it manually
> @@ -122,30 +119,41 @@ void ManMachineInterface::HandleKeyPressed(const Key_t
> &key)
> if (Game::GetInstance()->ReadState() == Game::END_TURN) return;
> if (ActiveCharacter().IsDead()) return;
>
> - bool shift = !!(SDL_GetModState() & KMOD_SHIFT);
> if (Game::GetInstance()->ReadState() == Game::HAS_PLAYED) {
> switch (key) {
>
> case KEY_MOVE_RIGHT:
> - ActiveCharacter().HandleKeyPressed_MoveRight(shift);
> + ActiveCharacter().HandleKeyPressed_MoveRight(false);
> + break;
> + case KEY_MOVE_RIGHT_SLOWLY:
> + ActiveCharacter().HandleKeyPressed_MoveRight(true);
> break;
> case KEY_MOVE_LEFT:
> - ActiveCharacter().HandleKeyPressed_MoveLeft(shift);
> + ActiveCharacter().HandleKeyPressed_MoveLeft(false);
> + break;
> + case KEY_MOVE_LEFT_SLOWLY:
> + ActiveCharacter().HandleKeyPressed_MoveLeft(true);
> break;
> case KEY_UP:
> - ActiveCharacter().HandleKeyPressed_Up(shift);
> + ActiveCharacter().HandleKeyPressed_Up(false);
> + break;
> + case KEY_UP_SLOWLY:
> + ActiveCharacter().HandleKeyPressed_Up(true);
> break;
> case KEY_DOWN:
> - ActiveCharacter().HandleKeyPressed_Down(shift);
> + ActiveCharacter().HandleKeyPressed_Down(false);
> + break;
> + case KEY_DOWN_SLOWLY:
> + ActiveCharacter().HandleKeyPressed_Down(true);
> break;
> case KEY_JUMP:
> - ActiveCharacter().HandleKeyPressed_Jump(shift);
> + ActiveCharacter().HandleKeyPressed_Jump(false);
> break;
> case KEY_HIGH_JUMP:
> - ActiveCharacter().HandleKeyPressed_HighJump(shift);
> + ActiveCharacter().HandleKeyPressed_HighJump(false);
> break;
> case KEY_BACK_JUMP:
> - ActiveCharacter().HandleKeyPressed_BackJump(shift);
> + ActiveCharacter().HandleKeyPressed_BackJump(false);
> break;
> case KEY_SHOOT:
> // Shoot key is not accepted in HAS_PLAYED state
> @@ -160,29 +168,41 @@ void ManMachineInterface::HandleKeyPressed(const Key_t
> &key)
> switch (key) {
>
> case KEY_MOVE_RIGHT:
> - ActiveTeam().AccessWeapon().HandleKeyPressed_MoveRight(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_MoveRight(false);
> + break;
> + case KEY_MOVE_RIGHT_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyPressed_MoveRight(true);
> break;
> case KEY_MOVE_LEFT:
> - ActiveTeam().AccessWeapon().HandleKeyPressed_MoveLeft(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_MoveLeft(false);
> + break;
> + case KEY_MOVE_LEFT_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyPressed_MoveLeft(true);
> break;
> case KEY_UP:
> - ActiveTeam().AccessWeapon().HandleKeyPressed_Up(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_Up(false);
> + break;
> + case KEY_UP_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyPressed_Up(true);
> break;
> case KEY_DOWN:
> - ActiveTeam().AccessWeapon().HandleKeyPressed_Down(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_Down(false);
> + break;
> + case KEY_DOWN_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyPressed_Down(true);
> break;
> case KEY_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyPressed_Jump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_Jump(false);
> break;
> case KEY_HIGH_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyPressed_HighJump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_HighJump(false);
> break;
> case KEY_BACK_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyPressed_BackJump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_BackJump(false);
> break;
> case KEY_SHOOT:
> if (Game::GetInstance()->ReadState() == Game::PLAYING) {
> - ActiveTeam().AccessWeapon().HandleKeyPressed_Shoot(shift);
> + ActiveTeam().AccessWeapon().HandleKeyPressed_Shoot(false);
> break;
> }
> default:
> @@ -271,25 +291,37 @@ void ManMachineInterface::HandleKeyReleased(const Key_t
> &key)
> if (Game::GetInstance()->ReadState() == Game::HAS_PLAYED) {
> switch (key) {
> case KEY_MOVE_RIGHT:
> - ActiveCharacter().HandleKeyReleased_MoveRight(shift);
> + ActiveCharacter().HandleKeyReleased_MoveRight(false);
> + return;
> + case KEY_MOVE_RIGHT_SLOWLY:
> + ActiveCharacter().HandleKeyReleased_MoveRight(true);
> return;
> case KEY_MOVE_LEFT:
> - ActiveCharacter().HandleKeyReleased_MoveLeft(shift);
> + ActiveCharacter().HandleKeyReleased_MoveLeft(false);
> + return;
> + case KEY_MOVE_LEFT_SLOWLY:
> + ActiveCharacter().HandleKeyReleased_MoveLeft(true);
> return;
> case KEY_UP:
> - ActiveCharacter().HandleKeyReleased_Up(shift);
> + ActiveCharacter().HandleKeyReleased_Up(false);
> + return;
> + case KEY_UP_SLOWLY:
> + ActiveCharacter().HandleKeyReleased_Up(true);
> return;
> case KEY_DOWN:
> - ActiveCharacter().HandleKeyReleased_Down(shift);
> + ActiveCharacter().HandleKeyReleased_Down(false);
> + return;
> + case KEY_DOWN_SLOWLY:
> + ActiveCharacter().HandleKeyReleased_Down(true);
> return;
> case KEY_JUMP:
> - ActiveCharacter().HandleKeyReleased_Jump(shift);
> + ActiveCharacter().HandleKeyReleased_Jump(false);
> return;
> case KEY_HIGH_JUMP:
> - ActiveCharacter().HandleKeyReleased_HighJump(shift);
> + ActiveCharacter().HandleKeyReleased_HighJump(false);
> return;
> case KEY_BACK_JUMP:
> - ActiveCharacter().HandleKeyReleased_BackJump(shift);
> + ActiveCharacter().HandleKeyReleased_BackJump(false);
> return;
> case KEY_SHOOT:
> // Shoot key is not accepted in HAS_PLAYED state
> @@ -304,65 +336,77 @@ void ManMachineInterface::HandleKeyReleased(const Key_t
> &key)
> switch (key) {
>
> case KEY_MOVE_RIGHT:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_MoveRight(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_MoveRight(false);
> + return;
> + case KEY_MOVE_RIGHT_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyReleased_MoveRight(true);
> return;
> case KEY_MOVE_LEFT:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_MoveLeft(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_MoveLeft(false);
> + return;
> + case KEY_MOVE_LEFT_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyReleased_MoveLeft(true);
> return;
> case KEY_UP:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Up(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Up(false);
> + return;
> + case KEY_UP_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Up(true);
> return;
> case KEY_DOWN:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Down(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Down(false);
> + return;
> + case KEY_DOWN_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Down(true);
> return;
> case KEY_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Jump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Jump(false);
> return;
> case KEY_HIGH_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_HighJump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_HighJump(false);
> return;
> case KEY_BACK_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_BackJump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_BackJump(false);
> return;
>
> // Shoot key
> case KEY_SHOOT:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Shoot(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Shoot(false);
> return;
>
> // Other keys usefull for weapons
> case KEY_WEAPON_1:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num1(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num1(false);
> return;
> case KEY_WEAPON_2:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num2(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num2(false);
> return;
> case KEY_WEAPON_3:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num3(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num3(false);
> return;
> case KEY_WEAPON_4:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num4(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num4(false);
> return;
> case KEY_WEAPON_5:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num5(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num5(false);
> return;
> case KEY_WEAPON_6:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num6(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num6(false);
> return;
> case KEY_WEAPON_7:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num7(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num7(false);
> return;
> case KEY_WEAPON_8:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num8(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num8(false);
> return;
> case KEY_WEAPON_9:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Num9(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Num9(false);
> return;
> case KEY_WEAPON_LESS:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_Less(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_Less(false);
> return;
> case KEY_WEAPON_MORE:
> - ActiveTeam().AccessWeapon().HandleKeyReleased_More(shift);
> + ActiveTeam().AccessWeapon().HandleKeyReleased_More(false);
> return;
> default:
> break;
> @@ -443,7 +487,7 @@ void ManMachineInterface::Refresh() const
> if (PressedKeys[i]) {
> Key_t key = static_cast<Key_t>(i);
>
> - if (SDL_GetModState()&KMOD_CTRL && MoveCamera(key))
> + if (MoveCamera(key))
> continue;
>
> // Managing keys related to character moves
> @@ -453,33 +497,44 @@ void ManMachineInterface::Refresh() const
> if (Game::GetInstance()->ReadState() == Game::END_TURN) return;
>
> // Movements are managed by weapons because sometimes it overrides the
> keys
> - bool shift = !!(SDL_GetModState() & KMOD_SHIFT);
> switch (key) {
>
> case KEY_MOVE_RIGHT:
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveRight(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveRight(false);
> + break;
> + case KEY_MOVE_RIGHT_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveRight(true);
> break;
> case KEY_MOVE_LEFT:
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveLeft(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveLeft(false);
> + break;
> + case KEY_MOVE_LEFT_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveLeft(true);
> break;
> case KEY_UP:
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_Up(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_Up(false);
> + break;
> + case KEY_UP_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_Up(true);
> break;
> case KEY_DOWN:
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_Down(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_Down(false);
> + break;
> + case KEY_DOWN_SLOWLY:
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_Down(true);
> break;
> case KEY_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_Jump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_Jump(false);
> break;
> case KEY_HIGH_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_HighJump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_HighJump(false);
> break;
> case KEY_BACK_JUMP:
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_BackJump(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_BackJump(false);
> break;
> case KEY_SHOOT:
> if (Game::GetInstance()->ReadState() == Game::PLAYING) {
> - ActiveTeam().AccessWeapon().HandleKeyRefreshed_Shoot(shift);
> + ActiveTeam().AccessWeapon().HandleKeyRefreshed_Shoot(false);
> }
> break;
> default:
> diff --git a/src/interface/man_machine_interface.h
> b/src/interface/man_machine_interface.h
> index 4fbc198..ff0c3bc 100644
> --- a/src/interface/man_machine_interface.h
> +++ b/src/interface/man_machine_interface.h
> @@ -37,18 +37,49 @@ class ManMachineInterface
> public:
> typedef enum
> {
> - KEY_QUIT, KEY_WEAPONS1, KEY_WEAPONS2,
> - KEY_WEAPONS3, KEY_WEAPONS4, KEY_WEAPONS5,
> - KEY_WEAPONS6, KEY_WEAPONS7, KEY_WEAPONS8,
> - KEY_PAUSE, KEY_FULLSCREEN, KEY_TOGGLE_INTERFACE,
> - KEY_CENTER, KEY_TOGGLE_WEAPONS_MENUS, KEY_CHAT,
> - KEY_MOVE_LEFT, KEY_MOVE_RIGHT, KEY_UP, KEY_DOWN,
> - KEY_JUMP, KEY_HIGH_JUMP, KEY_BACK_JUMP,
> - KEY_SHOOT, KEY_CHANGE_WEAPON,
> - KEY_WEAPON_1, KEY_WEAPON_2, KEY_WEAPON_3,
> - KEY_WEAPON_4, KEY_WEAPON_5, KEY_WEAPON_6,
> - KEY_WEAPON_7, KEY_WEAPON_8, KEY_WEAPON_9,
> - KEY_WEAPON_LESS, KEY_WEAPON_MORE,
> + KEY_QUIT,
> + KEY_WEAPONS1,
> + KEY_WEAPONS2,
> + KEY_WEAPONS3,
> + KEY_WEAPONS4,
> + KEY_WEAPONS5,
> + KEY_WEAPONS6,
> + KEY_WEAPONS7,
> + KEY_WEAPONS8,
> + KEY_PAUSE,
> + KEY_FULLSCREEN,
> + KEY_TOGGLE_INTERFACE,
> + KEY_CENTER,
> + KEY_TOGGLE_WEAPONS_MENUS,
> + KEY_CHAT,
> + KEY_MOVE_LEFT,
> + KEY_MOVE_LEFT_SLOWLY,
> + KEY_MOVE_RIGHT,
> + KEY_MOVE_RIGHT_SLOWLY,
> + KEY_UP,
> + KEY_UP_SLOWLY,
> + KEY_DOWN,
> + KEY_DOWN_SLOWLY,
> + KEY_MOVE_CAMERA_LEFT,
> + KEY_MOVE_CAMERA_RIGHT,
> + KEY_MOVE_CAMERA_UP,
> + KEY_MOVE_CAMERA_DOWN,
> + KEY_JUMP,
> + KEY_HIGH_JUMP,
> + KEY_BACK_JUMP,
> + KEY_SHOOT,
> + KEY_CHANGE_WEAPON,
> + KEY_WEAPON_1,
> + KEY_WEAPON_2,
> + KEY_WEAPON_3,
> + KEY_WEAPON_4,
> + KEY_WEAPON_5,
> + KEY_WEAPON_6,
> + KEY_WEAPON_7,
> + KEY_WEAPON_8,
> + KEY_WEAPON_9,
> + KEY_WEAPON_LESS,
> + KEY_WEAPON_MORE,
> KEY_NEXT_CHARACTER,
> KEY_MENU_OPTIONS_FROM_GAME,
> KEY_MINIMAP_FROM_GAME,
>
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