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/
key_map.go
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/
key_map.go
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package d2player
import (
"sync"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// KeyMap represents the key mappings of the game. Each game event
// can be associated to 2 different keys. A key of -1 means none
type KeyMap struct {
mutex sync.RWMutex
mapping map[d2enum.Key]d2enum.GameEvent
controls map[d2enum.GameEvent]*KeyBinding
keyToStringMapping map[d2enum.Key]string
}
// KeyBindingType defines whether it's a primary or
// secondary binding
type KeyBindingType int
// Values defining the type of key binding
const (
KeyBindingTypeNone KeyBindingType = iota
KeyBindingTypePrimary
KeyBindingTypeSecondary
)
// NewKeyMap returns a new instance of a KeyMap
func NewKeyMap(asset *d2asset.AssetManager) *KeyMap {
return &KeyMap{
mapping: make(map[d2enum.Key]d2enum.GameEvent),
controls: make(map[d2enum.GameEvent]*KeyBinding),
keyToStringMapping: getKeyStringMapping(asset),
}
}
func getKeyStringMapping(assetManager *d2asset.AssetManager) map[d2enum.Key]string {
return map[d2enum.Key]string{
-1: assetManager.TranslateString("KeyNone"),
d2enum.KeyTilde: "~",
d2enum.KeyHome: assetManager.TranslateString("KeyHome"),
d2enum.KeyControl: assetManager.TranslateString("KeyControl"),
d2enum.KeyShift: assetManager.TranslateString("KeyShift"),
d2enum.KeySpace: assetManager.TranslateString("KeySpace"),
d2enum.KeyAlt: assetManager.TranslateString("KeyMenu"),
d2enum.KeyTab: assetManager.TranslateString("KeyTab"),
d2enum.Key0: "0",
d2enum.Key1: "1",
d2enum.Key2: "2",
d2enum.Key3: "3",
d2enum.Key4: "4",
d2enum.Key5: "5",
d2enum.Key6: "6",
d2enum.Key7: "7",
d2enum.Key8: "8",
d2enum.Key9: "9",
d2enum.KeyA: "A",
d2enum.KeyB: "B",
d2enum.KeyC: "C",
d2enum.KeyD: "D",
d2enum.KeyE: "E",
d2enum.KeyF: "F",
d2enum.KeyG: "G",
d2enum.KeyH: "H",
d2enum.KeyI: "I",
d2enum.KeyJ: "J",
d2enum.KeyK: "K",
d2enum.KeyL: "L",
d2enum.KeyM: "M",
d2enum.KeyN: "N",
d2enum.KeyO: "O",
d2enum.KeyP: "P",
d2enum.KeyQ: "Q",
d2enum.KeyR: "R",
d2enum.KeyS: "S",
d2enum.KeyT: "T",
d2enum.KeyU: "U",
d2enum.KeyV: "V",
d2enum.KeyW: "W",
d2enum.KeyX: "X",
d2enum.KeyY: "Y",
d2enum.KeyZ: "Z",
d2enum.KeyF1: "F1",
d2enum.KeyF2: "F2",
d2enum.KeyF3: "F3",
d2enum.KeyF4: "F4",
d2enum.KeyF5: "F5",
d2enum.KeyF6: "F6",
d2enum.KeyF7: "F7",
d2enum.KeyF8: "F8",
d2enum.KeyF9: "F9",
d2enum.KeyF10: "F10",
d2enum.KeyF11: "F11",
d2enum.KeyF12: "F12",
d2enum.KeyKP0: assetManager.TranslateString("KeyNumPad0"),
d2enum.KeyKP1: assetManager.TranslateString("KeyNumPad1"),
d2enum.KeyKP2: assetManager.TranslateString("KeyNumPad2"),
d2enum.KeyKP3: assetManager.TranslateString("KeyNumPad3"),
d2enum.KeyKP4: assetManager.TranslateString("KeyNumPad4"),
d2enum.KeyKP5: assetManager.TranslateString("KeyNumPad5"),
d2enum.KeyKP6: assetManager.TranslateString("KeyNumPad6"),
d2enum.KeyKP7: assetManager.TranslateString("KeyNumPad7"),
d2enum.KeyKP8: assetManager.TranslateString("KeyNumPad8"),
d2enum.KeyKP9: assetManager.TranslateString("KeyNumPad9"),
d2enum.KeyPrintScreen: assetManager.TranslateString("KeySnapshot"),
d2enum.KeyRightBracket: assetManager.TranslateString("KeyRBracket"),
d2enum.KeyLeftBracket: assetManager.TranslateString("KeyLBracket"),
d2enum.KeyMouse3: assetManager.TranslateString("KeyMButton"),
d2enum.KeyMouse4: assetManager.TranslateString("Key4Button"),
d2enum.KeyMouse5: assetManager.TranslateString("Key5Button"),
d2enum.KeyMouseWheelUp: assetManager.TranslateString("KeyWheelUp"),
d2enum.KeyMouseWheelDown: assetManager.TranslateString("KeyWheelDown"),
}
}
func (km *KeyMap) checkOverwrite(key d2enum.Key) (*KeyBinding, KeyBindingType) {
var (
overwrittenBinding *KeyBinding
overwrittenBindingType KeyBindingType
)
for _, binding := range km.controls {
if binding.Primary == key {
binding.Primary = -1
overwrittenBinding = binding
overwrittenBindingType = KeyBindingTypePrimary
}
if binding.Secondary == key {
binding.Secondary = -1
overwrittenBinding = binding
overwrittenBindingType = KeyBindingTypeSecondary
}
}
return overwrittenBinding, overwrittenBindingType
}
// SetPrimaryBinding binds the first key for gameEvent
func (km *KeyMap) SetPrimaryBinding(gameEvent d2enum.GameEvent, key d2enum.Key) (*KeyBinding, KeyBindingType) {
if key == d2enum.KeyEscape {
return nil, -1
}
km.mutex.Lock()
defer km.mutex.Unlock()
if km.controls[gameEvent] == nil {
km.controls[gameEvent] = &KeyBinding{}
}
overwrittenBinding, overwrittenBindingType := km.checkOverwrite(key)
currentKey := km.controls[gameEvent].Primary
delete(km.mapping, currentKey)
km.mapping[key] = gameEvent
km.controls[gameEvent].Primary = key
return overwrittenBinding, overwrittenBindingType
}
// SetSecondaryBinding binds the second key for gameEvent
func (km *KeyMap) SetSecondaryBinding(gameEvent d2enum.GameEvent, key d2enum.Key) (*KeyBinding, KeyBindingType) {
if key == d2enum.KeyEscape {
return nil, -1
}
km.mutex.Lock()
defer km.mutex.Unlock()
if km.controls[gameEvent] == nil {
km.controls[gameEvent] = &KeyBinding{}
}
overwrittenBinding, overwrittenBindingType := km.checkOverwrite(key)
currentKey := km.controls[gameEvent].Secondary
delete(km.mapping, currentKey)
km.mapping[key] = gameEvent
if km.controls[gameEvent].Primary == key {
km.controls[gameEvent].Primary = d2enum.Key(-1)
}
km.controls[gameEvent].Secondary = key
return overwrittenBinding, overwrittenBindingType
}
func (km *KeyMap) getGameEvent(key d2enum.Key) d2enum.GameEvent {
km.mutex.RLock()
defer km.mutex.RUnlock()
return km.mapping[key]
}
// GetKeysForGameEvent returns the bindings for a givent game event
func (km *KeyMap) GetKeysForGameEvent(gameEvent d2enum.GameEvent) *KeyBinding {
km.mutex.RLock()
defer km.mutex.RUnlock()
return km.controls[gameEvent]
}
// GetBindingByKey returns the bindings for a givent game event
func (km *KeyMap) GetBindingByKey(key d2enum.Key) (*KeyBinding, d2enum.GameEvent, KeyBindingType) {
km.mutex.RLock()
defer km.mutex.RUnlock()
for gameEvent, binding := range km.controls {
if binding.Primary == key {
return binding, gameEvent, KeyBindingTypePrimary
}
if binding.Secondary == key {
return binding, gameEvent, KeyBindingTypeSecondary
}
}
return nil, -1, -1
}
// KeyBinding holds the primary and secondary keys assigned to a GameEvent
type KeyBinding struct {
Primary d2enum.Key
Secondary d2enum.Key
}
// IsEmpty checks if no keys are associated to the binding
func (b KeyBinding) IsEmpty() bool {
return b.Primary == -1 && b.Secondary == -1
}
// ResetToDefault will reset the KeyMap to the default values
func (km *KeyMap) ResetToDefault() {
defaultControls := map[d2enum.GameEvent]KeyBinding{
d2enum.ToggleCharacterPanel: {d2enum.KeyA, d2enum.KeyC},
d2enum.ToggleInventoryPanel: {d2enum.KeyB, d2enum.KeyI},
d2enum.TogglePartyPanel: {d2enum.KeyP, -1},
d2enum.ToggleHirelingPanel: {d2enum.KeyO, -1},
d2enum.ToggleMessageLog: {d2enum.KeyM, -1},
d2enum.ToggleQuestLog: {d2enum.KeyQ, -1},
d2enum.ToggleHelpScreen: {d2enum.KeyH, -1},
d2enum.ToggleSkillTreePanel: {d2enum.KeyT, -1},
d2enum.ToggleRightSkillSelector: {d2enum.KeyS, -1},
d2enum.UseSkill1: {d2enum.KeyF1, -1},
d2enum.UseSkill2: {d2enum.KeyF2, -1},
d2enum.UseSkill3: {d2enum.KeyF3, -1},
d2enum.UseSkill4: {d2enum.KeyF4, -1},
d2enum.UseSkill5: {d2enum.KeyF5, -1},
d2enum.UseSkill6: {d2enum.KeyF6, -1},
d2enum.UseSkill7: {d2enum.KeyF7, -1},
d2enum.UseSkill8: {d2enum.KeyF8, -1},
d2enum.UseSkill9: {-1, -1},
d2enum.UseSkill10: {-1, -1},
d2enum.UseSkill11: {-1, -1},
d2enum.UseSkill12: {-1, -1},
d2enum.UseSkill13: {-1, -1},
d2enum.UseSkill14: {-1, -1},
d2enum.UseSkill15: {-1, -1},
d2enum.UseSkill16: {-1, -1},
d2enum.SelectPreviousSkill: {d2enum.KeyMouseWheelUp, -1},
d2enum.SelectNextSkill: {d2enum.KeyMouseWheelDown, -1},
d2enum.ToggleBelts: {d2enum.KeyTilde, -1},
d2enum.UseBeltSlot1: {d2enum.Key1, -1},
d2enum.UseBeltSlot2: {d2enum.Key2, -1},
d2enum.UseBeltSlot3: {d2enum.Key3, -1},
d2enum.UseBeltSlot4: {d2enum.Key4, -1},
d2enum.SwapWeapons: {d2enum.KeyW, -1},
d2enum.ToggleChatBox: {d2enum.KeyEnter, -1},
d2enum.HoldRun: {d2enum.KeyControl, -1},
d2enum.ToggleRunWalk: {d2enum.KeyR, -1},
d2enum.HoldStandStill: {d2enum.KeyShift, -1},
d2enum.HoldShowGroundItems: {d2enum.KeyAlt, -1},
d2enum.HoldShowPortraits: {d2enum.KeyZ, -1},
d2enum.ToggleAutomap: {d2enum.KeyTab, -1},
d2enum.CenterAutomap: {d2enum.KeyHome, -1},
d2enum.TogglePartyOnAutomap: {d2enum.KeyF11, -1},
d2enum.ToggleNamesOnAutomap: {d2enum.KeyF12, -1},
d2enum.ToggleMiniMap: {d2enum.KeyV, -1},
d2enum.SayHelp: {d2enum.KeyKP0, -1},
d2enum.SayFollowMe: {d2enum.KeyKP1, -1},
d2enum.SayThisIsForYou: {d2enum.KeyKP2, -1},
d2enum.SayThanks: {d2enum.KeyKP3, -1},
d2enum.SaySorry: {d2enum.KeyKP4, -1},
d2enum.SayBye: {d2enum.KeyKP5, -1},
d2enum.SayNowYouDie: {d2enum.KeyKP6, -1},
d2enum.SayRetreat: {d2enum.KeyKP7, -1},
d2enum.TakeScreenShot: {d2enum.KeyPrintScreen, -1},
d2enum.ClearScreen: {d2enum.KeySpace, -1},
d2enum.ClearMessages: {d2enum.KeyN, -1},
}
for gameEvent, keys := range defaultControls {
km.SetPrimaryBinding(gameEvent, keys.Primary)
km.SetSecondaryBinding(gameEvent, keys.Secondary)
}
}
// KeyToString returns a string representing the key
func (km *KeyMap) KeyToString(k d2enum.Key) string {
return km.keyToStringMapping[k]
}
// GetDefaultKeyMap generates a KeyMap instance with the
// default values
func GetDefaultKeyMap(asset *d2asset.AssetManager) *KeyMap {
keyMap := NewKeyMap(asset)
keyMap.ResetToDefault()
return keyMap
}