// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef CL_ACTIONS_H
#define CL_ACTIONS_H
/////////////
// INCLUDE //
/////////////
// client
#include "events_listener.h"
///////////
// CLASS //
class CCombo;
class CAction;
class CActionsManager;
/**
* The goal of CCombo is to gather together Inputs that will validate an Action.
* For now, CCombo is composed of keyboard inputs or mouse inputs
* (not Keyboard and mouse inputs in the same CCombo).
*
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*
* \todo Load/Save.
* \todo Check if there is memory leak.
* \todo Check comments.
*/
class CCombo
{
public:
// The key
NLMISC::TKey Key;
// The CTRL - SHIFT - ALT state
NLMISC::TKeyButton KeyButtons;
public:
/// Init the combo
void init (NLMISC::TKey key, NLMISC::TKeyButton keyButtons);
/// Get the combo in human readable form
ucstring toUCString() const;
// For maps
bool operator<(const CCombo &other) const
{
if (Key < other.Key)
return true;
if (Key > other.Key)
return false;
return KeyButtons < other.KeyButtons;
}
};
/**
* The Goal of CAction is to know the state of an Action.
*
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*
* \todo Check comments.
*/
class CAction
{
public:
// The name of an action
class CName
{
public:
std::string Name;
std::string Argu;
CName()
{
}
CName(const char *name)
{
Name = name;
}
CName(const char *name, const char *argu)
{
Name = name;
Argu = argu;
}
// For the maps
bool operator<(const CName &other) const
{
if (Name < other.Name)
return true;
if (Name > other.Name)
return false;
return Argu < other.Argu;
}
// For the maps
bool operator== (const CName &other) const
{
return (Name == other.Name) && (Argu == other.Argu);
}
};
// The icon of an action
class CIcon
{
public:
// The background color
NLMISC::CRGBA Color;
// The bitmaps (1 over 0)
std::string Bitmaps[2];
// The text (6 letters, only A-Z 0-9)
std::string Text;
};
/// Constructor
CAction();
// Execute the action
void runAction ();
// True if the action has begun (key down..)
bool Valide;
// Repetition for this action ?
bool Repeat;
// Do we have to run an AH on key up ?
bool KeyUp;
// Do we have to run an AH on key down ?
bool KeyDown;
// The name of the action
CName Name;
};
/*
* The base action is a class used to generate actions
*/
class CBaseAction
{
public:
// Init default values
CBaseAction ();
// The parameter descriptor of an action
class CParameter
{
public:
enum TType
{
Hidden=0,
Constant, // The parameter is a list of const string
User, // The parameter is a user string
UserName, // The parameter is a user "name" string
} Type;
// Init default values
CParameter ();
// The parameter name (optionnal)
std::string Name;
// The parameter localized name (optionnal)
std::string LocalizedName;
// Default value
std::string DefaultValue;
// The parameter constant value is Type == Constant
class CValue
{
public:
// The value
std::string Value;
// contexts in which this value is possible
std::string Contexts;
// The localized value
std::string LocalizedValue;
};
std::vector Values;
};
// The action parameter descritors
std::vector Parameters;
// Repetition for this action ?
bool Repeat;
// Do we have to run an AH on key up ?
bool KeyUp;
// Do we have to run an AH on key down ?
bool KeyDown;
// Do we have to wait for an answer from the server before continuing execution in macros ?
bool WaitForServer;
// Is this action can be macroized?
bool Macroisable;
// The name of the action handler used by the action
std::string Name;
// The localized name
std::string LocalizedName;
// Contexts in which this action exists
std::string Contexts;
/// Get an action localized text
ucstring getActionLocalizedText (const CAction::CName &name) const;
// see if there's at least one set of parameters for which this action is usable in current context
bool isUsableInCurrentContext() const;
// The action icon
// CAction::CIcon Icon;
};
/*
* Category of action
*/
class CCategory
{
public:
// The category name
std::string Name;
// The category localized name
std::string LocalizedName;
// The set of base action for this category
std::vector BaseActions;
// Is this whole category can be macroized?
bool Macroisable;
public:
CCategory()
{
Macroisable= true;
}
};
// HashMapTraits for NLMISC::TKey
struct CTKeyHashMapTraits
{
static const size_t bucket_size = 4;
static const size_t min_buckets = 8;
CTKeyHashMapTraits() { }
size_t operator() (NLMISC::TKey key) const
{
return (size_t)key;
}
bool operator() (NLMISC::TKey key1, NLMISC::TKey key2) const
{
return key1 < key2;
}
};
/**
* The aims of CActionsManager ...
*
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*
* \todo DelCombo(...);
* \todo Load/Save.
* \todo Check if there is memory leak.
* \todo Check comments.
*/
class CActionsManager
{
friend class CInterfaceParser;
public:
/// Typedef to use the map easily.
typedef std::map TActionsMap;
typedef std::set TActionsForceDisplaySet;
typedef std::map TActionComboMap;
typedef std::map TComboActionMap;
typedef CHashMultiMap TKeyActionMap;
// Category locator
class CCategoryLocator
{
public:
uint CategoryId;
uint BaseActionId;
};
typedef CHashMultiMap TActionBaseActionMap;
/// Constructor
CActionsManager();
/// Add a new Action in the context.
bool addAction(const CAction::CName &name);
/// Return an action from its name
CAction* getAction(const CAction::CName &name);
/// Clear actions
void clear ();
/// Enable / disable combos
void enable (bool enable);
/// Remove a combo
void removeCombo (const CCombo &combo);
// Remove all the combos
void removeAllCombos();
/// Add a combo in an Action.
bool addCombo(const CAction::CName &name, const CCombo &combo, bool createAction = true);
/// Get the base action and category of an action
const CCategoryLocator *getActionLocator (const CAction::CName &name) const;
/// Get the base action of an action
const CBaseAction *getBaseAction (const CAction::CName &name) const;
// remove an action from the action manager
void removeBaseAction(const CAction::CName &name);
/// Get the category of an action
const CCategory *getCategory (const CAction::CName &name) const;
/// Return if the Action is valide.
bool valide(const CAction::CName &name) const;
// Return true if the action is present in current (global) context
bool isActionPresentInContext(const CAction::CName &name) const;
/// A key has been pushed. Return true if an action handler is associated with this key.
bool keyPushed (const NLMISC::CEventKeyDown &keyDown);
/// A key has been released
void keyReleased (const NLMISC::CEventKeyUp &keyUp);
/// Get the category array
const std::vector &getCategories () const;
/// Reserve space in the category array
void reserveCategories (uint space);
/// Add a category
void addCategory (const CCategory &category);
/// Remove a category
void removeCategory (const std::string &catName);
/// Get combo / action map
const TComboActionMap &getComboActionMap () const;
/// Get action / combo map
const TActionComboMap &getActionComboMap () const;
/// Release All keys, without running any AH
void releaseAllKeyNoRunning();
/// true if a combo is already associated to an action
bool isComboAssociated(const CCombo &combo) const {return _ComboAction.find(combo)!=_ComboAction.end();}
/// true if an action is already associated to a combo
bool isActionAssociated(const CAction::CName &name) const {return _ActionCombo.find(name)!=_ActionCombo.end();}
/// Force the action to be always displayed in the "Keys" interface, even if the key is unbound. default is false
void forceDisplayForAction(const CAction::CName &name, bool state);
/// see forceDisplayForAction
bool isActionDisplayForced(const CAction::CName &name) const;
/// see forceDisplayForAction
const TActionsForceDisplaySet &getActionsForceDisplaySet() const {return _ActionForceDisplay;}
/// Get an action localized text
ucstring getActionLocalizedText (const CAction::CName &name) const;
//@}
private:
/// Update key buttons
void updateKeyButton (NLMISC::TKeyButton);
/// Map with all Actions in the context. the string = Action name.
TActionsMap _Actions;
TActionsForceDisplaySet _ActionForceDisplay;
TActionComboMap _ActionCombo;
TComboActionMap _ComboAction;
TKeyActionMap _KeyAction;
TKeyActionMap _WatchedActions;
TActionBaseActionMap _ActionCategory;
std::vector _Categories;
bool _Enabled;
};// CActionsManager //
/**
* Action context
*/
class CActionsContext
{
public:
CActionsContext();
// Add an action manager.
bool addActionsManager (CActionsManager *actionManager, const std::string &category="");
// Get an action manager. Returns NULL if not found.
CActionsManager *getActionsManager (const std::string &category="") const;
void setContext(const std::string &context) { _Context = context; }
bool matchContext(const std::string &contexts) const;
void removeAllCombos();
private:
typedef std::map TActionsManagerMap;
TActionsManagerMap _ActionsManagers;
std::string _Context;
};
extern CActionsContext ActionsContext;
#endif // CL_ACTIONS_H
/* End of actions.h */