Attempt to fix
issue #125. The password pop-up doesn't appear every time when going into the official server anymore, now it only does it when the password is blank. If a user enters an invalid password, the password is set blank to avoid the user going back to the official server just to be rejected. When entering an invalid password, the unknown error dialog doesn't show up anymore, but the connection lost to server one still does. This fixes the bug where the user would be spammed with error messages. The user can also now change his password in the settings page.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uKeys;
interface
uses SDLh, uTypes;
procedure initModule;
procedure freeModule;
function KeyNameToCode(name: shortstring): word;
procedure ProcessKbd;
procedure ResetKbd;
procedure FreezeEnterKey;
procedure InitKbdKeyTable;
procedure SetBinds(var binds: TBinds);
procedure SetDefaultBinds;
procedure ControllerInit;
procedure ControllerClose;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
procedure ControllerHatEvent(joy, hat, value: Byte);
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
{$IFDEF IPHONEOS}
procedure setiPhoneBinds;
{$ENDIF}
implementation
uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;
var tkbd, tkbdn: TKeyboardState;
KeyNames: array [0..cKeyMaxIndex] of string[15];
function KeyNameToCode(name: shortstring): word;
var code: Word;
begin
code:= cKeyMaxIndex;
while (code > 0) and (KeyNames[code] <> name) do dec(code);
KeyNameToCode:= code;
end;
procedure ProcessKbd;
var i, j, k: LongInt;
s: shortstring;
Trusted: boolean;
{$IFNDEF IPHONEOS}pkbd: PByteArray;{$ENDIF}
begin
hideAmmoMenu:= false;
Trusted:= (CurrentTeam <> nil)
and (not CurrentTeam^.ExtDriven)
and (CurrentHedgehog^.BotLevel = 0);
// move cursor/camera
// TODO: Scale on screen dimensions and/or axis value (game controller)?
movecursor(5 * CursorMovementX, 5 * CursorMovementY);
k:= SDL_GetMouseState(nil, nil);
{$IFDEF IPHONEOS}
SDL_GetKeyState(@j);
{$ELSE}
pkbd:= SDL_GetKeyState(@j);
for i:= 6 to pred(j) do // first 6 will be overwritten
tkbdn[i]:= pkbd^[i];
{$ENDIF}
// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);
// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;
{$IFDEF IPHONEOS}
setiPhoneBinds();
{$ELSE}
// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
begin
for i:= 0 to Pred(ControllerNumAxes[j]) do
begin
if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
inc(k, 2);
end;
for i:= 0 to Pred(ControllerNumHats[j]) do
begin
tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
inc(k, 4);
end;
for i:= 0 to Pred(ControllerNumButtons[j]) do
begin
tkbdn[k]:= ControllerButtons[j][i];
inc(k, 1);
end;
end;
{$ENDIF}
// ctrl/cmd + w/q to close engine and/or frontend
{$IFDEF DARWIN}
if ((tkbdn[KeyNameToCode('left_meta')] = 1) or (tkbdn[KeyNameToCode('right_meta')] = 1)) then
{$ELSE}
if ((tkbdn[KeyNameToCode('left_ctrl')] = 1) or (tkbdn[KeyNameToCode('right_ctrl')] = 1)) then
{$ENDIF}
begin
if tkbdn[KeyNameToCode('q')] = 1 then ParseCommand ('halt', true)
else if tkbdn[KeyNameToCode('w')] = 1 then ParseCommand ('forcequit', true);
end;
// now process strokes
for i:= 0 to cKeyMaxIndex do
if CurrentBinds[i][0] <> #0 then
begin
if (i > 3) and (tkbdn[i] <> 0) and not ((CurrentBinds[i] = 'put') or (CurrentBinds[i] = 'ammomenu') or (CurrentBinds[i] = '+cur_u') or (CurrentBinds[i] = '+cur_d') or (CurrentBinds[i] = '+cur_l') or (CurrentBinds[i] = '+cur_r')) then hideAmmoMenu:= true;
if (tkbd[i] = 0) and (tkbdn[i] <> 0) then
begin
ParseCommand(CurrentBinds[i], Trusted);
if (CurrentTeam <> nil) and not CurrentTeam^.ExtDriven and (ReadyTimeLeft > 1) then ParseCommand('gencmd R', true)
end
else if (CurrentBinds[i][1] = '+')
and (tkbdn[i] = 0)
and (tkbd[i] <> 0) then
begin
s:= CurrentBinds[i];
s[1]:= '-';
ParseCommand(s, Trusted);
if (CurrentTeam <> nil) and not CurrentTeam^.ExtDriven and (ReadyTimeLeft > 1) then ParseCommand('gencmd R', true)
end;
tkbd[i]:= tkbdn[i]
end
end;
procedure ResetKbd;
var j, k, t: LongInt;
{$IFNDEF IPHONEOS}
i: LongInt;
pkbd: PByteArray;
{$ENDIF}
begin
k:= SDL_GetMouseState(nil, nil);
{$IFNDEF IPHONEOS}pkbd:={$ENDIF}SDL_GetKeyState(@j);
TryDo(j < cKeyMaxIndex, 'SDL keys number is more than expected (' + IntToStr(j) + ')', true);
{$IFNDEF IPHONEOS}
for i:= 1 to pred(j) do
tkbdn[i]:= pkbd^[i];
{$ENDIF}
// mouse buttons
{$IFDEF DARWIN}
tkbdn[1]:= ((k and 1) and not (tkbdn[306] or tkbdn[305]));
tkbdn[3]:= ((k and 1) and (tkbdn[306] or tkbdn[305])) or (k and 4);
{$ELSE}
tkbdn[1]:= (k and 1);
tkbdn[3]:= ((k shr 2) and 1);
{$ENDIF}
tkbdn[2]:= ((k shr 1) and 1);
// mouse wheels
tkbdn[4]:= ord(wheelDown);
tkbdn[5]:= ord(wheelUp);
wheelUp:= false;
wheelDown:= false;
{$IFDEF IPHONEOS}
setiPhoneBinds();
{$ELSE}
// Controller(s)
k:= j; // should we test k for hitting the limit? sounds rather unlikely to ever reach it
for j:= 0 to Pred(ControllerNumControllers) do
begin
for i:= 0 to Pred(ControllerNumAxes[j]) do
begin
if ControllerAxes[j][i] > 20000 then tkbdn[k + 0]:= 1 else tkbdn[k + 0]:= 0;
if ControllerAxes[j][i] < -20000 then tkbdn[k + 1]:= 1 else tkbdn[k + 1]:= 0;
inc(k, 2);
end;
for i:= 0 to Pred(ControllerNumHats[j]) do
begin
tkbdn[k + 0]:= ControllerHats[j][i] and SDL_HAT_UP;
tkbdn[k + 1]:= ControllerHats[j][i] and SDL_HAT_RIGHT;
tkbdn[k + 2]:= ControllerHats[j][i] and SDL_HAT_DOWN;
tkbdn[k + 3]:= ControllerHats[j][i] and SDL_HAT_LEFT;
inc(k, 4);
end;
for i:= 0 to Pred(ControllerNumButtons[j]) do
begin
tkbdn[k]:= ControllerButtons[j][i];
inc(k, 1);
end;
end;
{$ENDIF}
// what is this final loop for?
for t:= 0 to cKeyMaxIndex do
tkbd[t]:= tkbdn[t]
end;
procedure InitKbdKeyTable;
var i, j, k, t: LongInt;
s: string[15];
begin
KeyNames[1]:= 'mousel';
KeyNames[2]:= 'mousem';
KeyNames[3]:= 'mouser';
KeyNames[4]:= 'wheelup';
KeyNames[5]:= 'wheeldown';
for i:= 6 to cKeyMaxIndex do
begin
s:= shortstring(sdl_getkeyname(i));
//writeln(stdout,IntToStr(i) + ': ' + s);
if s = 'unknown key' then KeyNames[i]:= ''
else
begin
for t:= 1 to Length(s) do
if s[t] = ' ' then s[t]:= '_';
KeyNames[i]:= s
end;
end;
//for i:= 0 to cKeyMaxIndex do writeln(stdout,IntToStr(i) + ': ' + KeyNames[i]);
// get the size of keyboard array
SDL_GetKeyState(@k);
// Controller(s)
for j:= 0 to Pred(ControllerNumControllers) do
begin
for i:= 0 to Pred(ControllerNumAxes[j]) do
begin
keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u';
keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd';
inc(k, 2);
end;
for i:= 0 to Pred(ControllerNumHats[j]) do
begin
keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
inc(k, 4);
end;
for i:= 0 to Pred(ControllerNumButtons[j]) do
begin
keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
inc(k, 1);
end;
end;
DefaultBinds[ 27]:= 'quit';
DefaultBinds[ 96]:= 'history';
DefaultBinds[127]:= 'rotmask';
//numpad
//DefaultBinds[265]:= '+volup';
//DefaultBinds[256]:= '+voldown';
DefaultBinds[KeyNameToCode('0')]:= '+volup';
DefaultBinds[KeyNameToCode('9')]:= '+voldown';
DefaultBinds[KeyNameToCode('c')]:= 'capture';
DefaultBinds[KeyNameToCode('h')]:= 'findhh';
DefaultBinds[KeyNameToCode('p')]:= 'pause';
DefaultBinds[KeyNameToCode('s')]:= '+speedup';
DefaultBinds[KeyNameToCode('t')]:= 'chat';
DefaultBinds[KeyNameToCode('y')]:= 'confirm';
DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomout';
DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomin';
DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
DefaultBinds[ 1]:= '/put';
DefaultBinds[ 3]:= 'ammomenu';
DefaultBinds[ 8]:= 'hjump';
DefaultBinds[ 9]:= 'switch';
DefaultBinds[13]:= 'ljump';
DefaultBinds[32]:= '+attack';
{$IFDEF IPHONEOS}
DefaultBinds[23]:= '+up';
DefaultBinds[24]:= '+down';
DefaultBinds[25]:= '+left';
DefaultBinds[26]:= '+right';
DefaultBinds[27]:= '+precise';
DefaultBinds[44]:= 'chat';
DefaultBinds[55]:= 'pause';
{$ELSE}
DefaultBinds[KeyNameToCode('up')]:= '+up';
DefaultBinds[KeyNameToCode('down')]:= '+down';
DefaultBinds[KeyNameToCode('left')]:= '+left';
DefaultBinds[KeyNameToCode('right')]:= '+right';
DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
{$ENDIF}
for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
SetDefaultBinds();
end;
procedure SetBinds(var binds: TBinds);
begin
{$IFDEF IPHONEOS}
binds:= binds; // avoid hint
CurrentBinds:= DefaultBinds;
{$ELSE}
CurrentBinds:= binds;
{$ENDIF}
end;
procedure SetDefaultBinds;
begin
CurrentBinds:= DefaultBinds;
end;
{$IFDEF IPHONEOS}
procedure setiPhoneBinds;
begin
tkbdn[ 1]:= ord(leftClick);
tkbdn[ 2]:= ord(middleClick);
tkbdn[ 3]:= ord(rightClick);
tkbdn[23]:= ord(upKey);
tkbdn[24]:= ord(downKey);
tkbdn[25]:= ord(leftKey);
tkbdn[26]:= ord(rightKey);
tkbdn[27]:= ord(preciseKey);
tkbdn[ 8]:= ord(backspaceKey);
tkbdn[ 9]:= ord(tabKey);
tkbdn[13]:= ord(enterKey);
tkbdn[32]:= ord(spaceKey);
tkbdn[44]:= ord(chatAction);
tkbdn[55]:= ord(pauseAction);
// set to false the keys that only need one stoke
leftClick:= false;
middleClick:= false;
rightClick:= false;
tabKey:= false;
enterKey:= false;
backspaceKey:= false;
chatAction:= false;
pauseAction:= false;
end;
{$ENDIF}
procedure FreezeEnterKey;
begin
tkbd[3]:= 1;
tkbd[13]:= 1;
tkbd[27]:= 1;
tkbd[271]:= 1;
end;
var Controller: array [0..5] of PSDL_Joystick;
procedure ControllerInit;
var i, j: Integer;
begin
ControllerEnabled:= 0;
{$IFDEF IPHONEOS}
exit; // joystick subsystem disabled on iPhone
{$ENDIF}
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
ControllerNumControllers:= SDL_NumJoysticks();
if ControllerNumControllers > 6 then ControllerNumControllers:= 6;
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
if ControllerNumControllers > 0 then
begin
for j:= 0 to pred(ControllerNumControllers) do
begin
WriteLnToConsole('Using game controller: ' + SDL_JoystickName(j));
Controller[j]:= SDL_JoystickOpen(j);
if Controller[j] = nil then
WriteLnToConsole('* Failed to open game controller!')
else
begin
ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
//ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
//WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
ControllerEnabled:= 1;
if ControllerNumAxes[j] > 20 then ControllerNumAxes[j]:= 20;
//if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
if ControllerNumHats[j] > 20 then ControllerNumHats[j]:= 20;
if ControllerNumButtons[j] > 20 then ControllerNumButtons[j]:= 20;
// reset all buttons/axes
for i:= 0 to pred(ControllerNumAxes[j]) do
ControllerAxes[j][i]:= 0;
(*for i:= 0 to pred(ControllerNumBalls[j]) do
begin
ControllerBalls[j][i][0]:= 0;
ControllerBalls[j][i][1]:= 0;
end;*)
for i:= 0 to pred(ControllerNumHats[j]) do
ControllerHats[j][i]:= SDL_HAT_CENTERED;
for i:= 0 to pred(ControllerNumButtons[j]) do
ControllerButtons[j][i]:= 0;
end;
end;
// enable event generation/controller updating
SDL_JoystickEventState(1);
end
else
WriteLnToConsole('Not using any game controller');
end;
procedure ControllerClose;
var j: Integer;
begin
if ControllerEnabled > 0 then
for j:= 0 to pred(ControllerNumControllers) do
SDL_JoystickClose(Controller[j]);
end;
procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
begin
ControllerAxes[joy][axis]:= value;
end;
procedure ControllerHatEvent(joy, hat, value: Byte);
begin
ControllerHats[joy][hat]:= value;
end;
procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
begin
if pressed then ControllerButtons[joy][button]:= 1
else ControllerButtons[joy][button]:= 0;
end;
procedure initModule;
begin
wheelUp:= false;
wheelDown:= false;
{$IFDEF HWLIBRARY}
// this function is called by HW_allKeysUp so be careful
// mouse emulation
leftClick:= false;
middleClick:= false;
rightClick:= false;
// arrow key emulation
upKey:= false;
downKey:= false;
rightKey:= false;
leftKey:= false;
preciseKey:= false;
// action key emulation
backspaceKey:= false;
spaceKey:= false;
enterKey:= false;
tabKey:= false;
// other key emulation
chatAction:= false;
pauseAction:= false;
{$ENDIF}
end;
procedure freeModule;
begin
end;
end.