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python-roguelike/input_handlers.py

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from __future__ import annotations
from typing import overload, Optional, TYPE_CHECKING
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import tcod.event
from actions import Action, BumpAction, EscapeAction, WaitAction
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if TYPE_CHECKING:
from engine import Engine
MOVE_KEYS = {
# Arrow keys
tcod.event.K_UP: (0, -1),
tcod.event.K_DOWN: (0, 1),
tcod.event.K_LEFT: (-1, 0),
tcod.event.K_RIGHT: (1, 0),
tcod.event.K_HOME: (-1, -1),
tcod.event.K_END: (-1, 1),
tcod.event.K_PAGEUP: (1, -1),
tcod.event.K_PAGEDOWN: (1, 1),
# Numpad keys
tcod.event.K_KP_1: (-1, 1),
tcod.event.K_KP_2: (0, 1),
tcod.event.K_KP_3: (1, 1),
tcod.event.K_KP_4: (-1, 0),
tcod.event.K_KP_6: (1, 0),
tcod.event.K_KP_7: (-1, -1),
tcod.event.K_KP_8: (0, -1),
tcod.event.K_KP_9: (1, -1),
# Vi keys
tcod.event.K_h: (-1, 0),
tcod.event.K_j: (0, 1),
tcod.event.K_k: (0, -1),
tcod.event.K_l: (1, 0),
tcod.event.K_y: (-1, -1),
tcod.event.K_u: (1, -1),
tcod.event.K_b: (-1, 1),
tcod.event.K_n: (1, 1),
}
WAIT_KEYS = {
tcod.event.K_PERIOD,
tcod.event.K_KP_5,
tcod.event.K_CLEAR,
}
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class EventHandler(tcod.event.EventDispatch[Action]):
def __init__(self, engine: Engine):
self.engine = engine
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def handle_events(self, context: tcod.context.Context) -> None:
for event in tcod.event.wait():
context.convert_event(event)
self.dispatch(event)
def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
self.engine.mouse_location = event.tile.x, event.tile.y
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
raise SystemExit()
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def on_render(self, console: tcod.Console) -> None:
self.engine.render(console)
class MainGameEventHandler(EventHandler):
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def handle_events(self, context: tcod.context.Context) -> None:
for event in tcod.event.wait():
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context.convert_event(event)
action = self.dispatch(event)
if action is None:
continue
action.perform()
self.engine.handle_enemy_turns()
self.engine.update_fov()
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
key = event.sym
player = self.engine.player
if key in MOVE_KEYS:
dx, dy = MOVE_KEYS[key]
action = BumpAction(player, dx, dy)
elif key in WAIT_KEYS:
action = WaitAction(player)
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elif key == tcod.event.K_ESCAPE:
action = EscapeAction(player)
elif key == tcod.event.K_v:
self.engine.event_handler = HistoryViewer(self.engine)
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# No valid key was pressed
return action
class GameOverEventHandler(EventHandler):
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def handle_events(self, context: tcod.context.Context) -> None:
for event in tcod.event.wait():
action = self.dispatch(event)
if action is None:
continue
action.perform()
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
key = event.sym
if key == tcod.event.K_ESCAPE:
action = EscapeAction(self.engine.player)
# No valid key was pressed
return action
CURSOR_Y_KEYS = {
tcod.event.K_UP: -1,
tcod.event.K_DOWN: 1,
tcod.event.K_PAGEUP: -10,
tcod.event.K_PAGEDOWN: 10,
}
class HistoryViewer(EventHandler):
"""Print the history on a larger window which can be navigated."""
def __init__(self, engine: Engine):
super().__init__(engine)
self.log_length = len(engine.message_log.messages)
self.cursor = self.log_length - 1
def on_render(self, console: tcod.Console) -> None:
super().on_render(console) # Draw the main state as the background.
log_console = tcod.Console(console.width - 6, console.height - 6)
# Draw a frame with a custom banner title.
log_console.draw_frame(0, 0, log_console.width, log_console.height)
log_console.print_box(
0,
0,
log_console.width,
1,
"┤Message history├",
alignment=tcod.CENTER
)
# Render the message log using the cursor parameter.
self.engine.message_log.render_messages(
log_console,
1,
1,
log_console.width - 2,
log_console.height - 2,
self.engine.message_log.messages[: self.cursor + 1],
)
log_console.blit(console, 3, 3)
def ev_keydown(self, event: tcod.event.KeyDown) -> None:
# Fancy conditional movement to make it feel right.
if event.sym in CURSOR_Y_KEYS:
adjust = CURSOR_Y_KEYS[event.sym]
if adjust < 0 and self.cursor == 0:
# Only move from the top to the bottom when you're on the edge.
self.cursor = self.log_length - 1
elif adjust > 0 and self.cursor == self.log_length - 1:
# Same with bottom to top movement.
self.cursor = 0
else:
# Otherwise move while staying clamped to the bounds of the history log.
self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
elif event.sym == tcod.event.K_HOME:
self.cursor = 0 # Move directly to the top message.
elif event.sym == tcod.event.K_END:
self.cursor = self.log_length - 1 # Move directly to the last message.
else: # Any other key moves back to the main game state.
self.engine.event_handler = MainGameEventHandler(self.engine)