Files
loop/src/Dodge/Event/Keyboard.hs
T

150 lines
6.0 KiB
Haskell

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