150 lines
6.0 KiB
Haskell
150 lines
6.0 KiB
Haskell
{- | Deals with keyboard events. -}
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module Dodge.Event.Keyboard
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( handleKeyboardEvent
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, handleTextInput
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, guardDisconnectedID
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) where
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import Dodge.Terminal
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import Dodge.InputFocus
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import Dodge.Base
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import Dodge.Combine
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import Dodge.Creature.Action
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import Dodge.Data
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import Dodge.Event.Menu
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import Dodge.Event.Test
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import Dodge.Inventory
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import Dodge.Menu
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import Dodge.Reloading
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import Dodge.Save
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import LensHelp
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--import Color
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--import Data.List
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import qualified Data.IntMap.Strict as IM
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import Data.Maybe
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import qualified Data.Set as S
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import SDL
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--import Data.Text (unpack)
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import qualified Data.Text as T
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-- annoyingly, the text input event doesn't register backspace, so deletion has to be
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-- dealt with using key presses (handlePressedKey)
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-- also, note that this currently "doubles" the inputs to both terminals if both
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-- are open
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handleTextInput :: T.Text -> Universe -> Universe
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handleTextInput text u = u
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& menuLayers . ix 0 . scInput %~ updateText
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& updateTerminalText
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where
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updateTerminalText = case u ^? uvWorld . hud . hudElement . subInventory of
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Just (DisplayTerminal tmid) | hasfocus tmid
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-> uvWorld %~ \w -> guardDisconnectedID tmid w (w & terminals . ix tmid . tmInput . tiText %~ updateText)
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_ -> id
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hasfocus tmid = fromMaybe False $ u ^? uvWorld . terminals . ix tmid . tmInput . tiFocus
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updateText s = case T.unpack text of
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";" -> s
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_ -> s `T.append` T.toUpper text
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guardDisconnectedID :: Int -> World -> World -> World
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guardDisconnectedID tmid w w' = case w ^? terminals . ix tmid . tmStatus of
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Just TerminalReady -> w'
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_ -> w
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{- | Handles keyboard press and release.
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On release, remove scancode from the 'Set' of pressed keys.
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On press, adds the scancode, and perhaps applies a direct effect:
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see 'handlePressedKeyInGame'.
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-}
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handleKeyboardEvent :: KeyboardEventData -> Universe -> IO (Maybe Universe)
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handleKeyboardEvent kev u = case keyboardEventKeyMotion kev of
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Released -> return . Just $ u & uvWorld . keys %~ S.delete scode
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Pressed -> handlePressedKey (keyboardEventRepeat kev) scode
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(u & uvWorld . keys %~ S.insert scode)
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where
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scode = (keysymScancode . keyboardEventKeysym) kev
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handlePressedKey :: Bool -> Scancode -> Universe -> IO (Maybe Universe)
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handlePressedKey True ScancodeBackspace u
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| _backspaceTimer (_uvWorld u) <= 0 = handlePressedKey False ScancodeBackspace u
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<&> _Just . uvWorld . backspaceTimer .~ 0
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| otherwise = return $ Just $ u & uvWorld . backspaceTimer -~ 1
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handlePressedKey True _ u = return $ Just u
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handlePressedKey _ scode u = case scode of
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ScancodeF5 -> return . Just $ doQuicksave u
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ScancodeF9 -> return . Just $ loadSaveSlot QuicksaveSlot u
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ScancodeSemicolon -> return . Just $ gotoTerminal u
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_ | null (_menuLayers u) -> case u ^? uvWorld . hud . hudElement . subInventory of
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Just (DisplayTerminal tmid) | inTermFocus (_uvWorld u)
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-> return $ uvWorld (Just . handlePressedKeyTerminal tmid scode) u
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_ -> return $ uvWorld (Just . handlePressedKeyInGame scode) u
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_ -> handlePressedKeyInMenu (head $ _menuLayers u) scode u
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handlePressedKeyInGame :: Scancode -> World -> World
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handlePressedKeyInGame scode w = case scode of
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ScancodeEscape -> pauseGame $ escapeMap w
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ScancodeSpace -> spaceAction w
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ScancodeP -> pauseGame $ escapeMap w
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ScancodeF -> youDropItem w
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ScancodeM -> toggleMap w
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ScancodeR -> fromMaybe w $ tryStartReloading (you w) w
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ScancodeT -> testEvent w
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ScancodeX -> w & hud . hudElement %~ toggleTweakInv
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ScancodeC -> toggleCombineInv w
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ScancodeI -> w & hud . hudElement %~ toggleInspectInv
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_ -> w
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handlePressedKeyTerminal :: Int -> Scancode -> World -> World
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handlePressedKeyTerminal tmid scode w = case scode of
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ScancodeEscape -> w & terminals . ix tmid . tmInput . tiFocus %~ const False
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ScancodeReturn -> w & terminalReturnEffect (w ^?! terminals . ix tmid)
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ScancodeBackspace -> w
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& terminals . ix tmid . tmInput . tiText %~ doBackspace
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& backspaceTimer .~ 5
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_ -> w
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where
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doBackspace t = case T.unsnoc t of
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Nothing -> t
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Just (t',_) -> t'
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toggleTweakInv :: HUDElement -> HUDElement
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toggleTweakInv he = case he of
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DisplayInventory TweakInventory -> DisplayInventory NoSubInventory
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_ -> DisplayInventory TweakInventory
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toggleInspectInv :: HUDElement -> HUDElement
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toggleInspectInv he = case he of
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DisplayInventory InspectInventory -> DisplayInventory NoSubInventory
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_ -> DisplayInventory InspectInventory
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gotoTerminal :: Universe -> Universe
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gotoTerminal w = case _menuLayers w of
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(InputScreen {} : _) -> w
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_ -> w & menuLayers .:~ InputScreen T.empty "Enter command"
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spaceAction :: World -> World
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spaceAction w = case _hudElement $ _hud w of
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DisplayCarte -> w & hud . carteCenter .~ theLoc
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DisplayInventory NoSubInventory -> case selectedCloseObject w of
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Just (_,Left flit) -> pickUpItem 0 flit w
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Just (_,Right but) -> _btEvent but but w
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_ -> w
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DisplayInventory DisplayTerminal {} -> w & hud . hudElement .~ DisplayInventory NoSubInventory
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_ -> w & hud . hudElement .~ DisplayInventory NoSubInventory
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where
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theLoc = fst (_seenLocations w IM.! _selLocation w) w
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-- updateTopCloseObject i w' = w' & closeObjects %~ ( Right (_buttons w' IM.! i) : ) . tail
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pauseGame :: World -> World
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pauseGame w = w & sideEffects %~ (. (menuLayers .~ [pauseMenu]))
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toggleMap :: World -> World
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toggleMap w = case _hudElement $ _hud w of
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DisplayCarte -> w & hud . hudElement .~ DisplayInventory NoSubInventory
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_ -> w & hud . hudElement .~ DisplayCarte
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escapeMap :: World -> World
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escapeMap w = case _hudElement $ _hud w of
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DisplayCarte -> w & hud . hudElement .~ DisplayInventory NoSubInventory
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_ -> w
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