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input_handlers.py
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input_handlers.py
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import tcod as libtcod
from game_states import GameStates
def get_key_from_event(key_event):
return key_event.sym if key_event else None
def with_alt(key_event):
if key_event and key_event.mod and (key_event.mod & libtcod.event.KMOD_ALT):
return True
return False
def handle_keys(key_event, game_state):
if game_state == GameStates.PLAYERS_TURN:
return handle_player_turn_keys(key_event)
elif game_state == GameStates.PLAYER_DEAD:
return handle_player_dead_keys(key_event)
elif game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
return handle_inventory_keys(key_event)
elif game_state == GameStates.TARGETING:
return handle_targeting_keys(key_event)
elif game_state == GameStates.LEVEL_UP:
return handle_level_up_menu(key_event)
elif game_state == GameStates.CHARACTER_SCREEN:
return handle_character_screen(key_event)
return {}
def handle_targeting_keys(key_event):
if key_event.sym == libtcod.event.K_ESCAPE:
return {'exit': True}
return {}
KEY_A = libtcod.event.K_a
KEY_B = libtcod.event.K_b
KEY_C = libtcod.event.K_c
LEFT_KEYS = (libtcod.event.K_LEFT, libtcod.event.K_KP_4, libtcod.event.K_h)
RIGHT_KEYS = (libtcod.event.K_RIGHT, libtcod.event.K_KP_6, libtcod.event.K_l)
UP_KEYS = (libtcod.event.K_UP, libtcod.event.K_KP_8, libtcod.event.K_k)
DOWN_KEYS = (libtcod.event.K_DOWN, libtcod.event.K_KP_2, libtcod.event.K_j)
UP_LEFT_KEYS = (libtcod.event.K_KP_7, libtcod.event.K_y)
UP_RIGHT_KEYS = (libtcod.event.K_KP_9, libtcod.event.K_u)
DOWN_LEFT_KEYS = (libtcod.event.K_KP_1, libtcod.event.K_b)
DOWN_RIGHT_KEYS = (libtcod.event.K_KP_3, libtcod.event.K_n)
ENTER_KEYS = (libtcod.event.K_KP_ENTER, libtcod.event.K_RETURN, libtcod.event.K_RETURN2)
WAIT_KEYS = (libtcod.event.K_z, libtcod.event.K_SPACE, libtcod.event.K_KP_SPACE)
RESTART_KEYS = (libtcod.event.K_c, libtcod.event.K_r)
def handle_player_turn_keys(key_event):
key = get_key_from_event(key_event)
if not key:
return {}
# TODO refactor me into a big map of key sets -> actions?
# Meta-key events should be checked first
if with_alt(key_event) and key in ENTER_KEYS:
return {'fullscreen': True}
elif key in UP_KEYS:
return {'move': (0, -1)}
elif key in DOWN_KEYS:
return {'move': (0, 1)}
elif key in LEFT_KEYS:
return {'move': (-1, 0)}
elif key in RIGHT_KEYS:
return {'move': (1, 0)}
elif key in UP_LEFT_KEYS:
return {'move': (-1, -1)}
elif key in UP_RIGHT_KEYS:
return {'move': (1, -1)}
elif key in DOWN_LEFT_KEYS:
return {'move': (-1, 1)}
elif key in DOWN_RIGHT_KEYS:
return {'move': (1, 1)}
elif key in WAIT_KEYS:
return {'wait': True}
elif key == libtcod.event.K_p:
return {'possession': True}
if key == libtcod.event.K_g:
return {'pickup': True}
elif key == libtcod.event.K_i:
return {'show_inventory': True}
elif key == libtcod.event.K_d:
return {'drop_inventory': True}
elif key in ENTER_KEYS:
return {'take_stairs': True}
elif key == libtcod.event.K_c:
return {'show_character_screen': True}
elif key == libtcod.event.K_s:
return {'start_test_mode': True}
elif key == libtcod.event.K_ESCAPE:
# Exit the game
return {'exit': True}
# No key was pressed
return {}
def handle_player_dead_keys(key_event):
key = get_key_from_event(key_event)
if not key:
return {}
# Meta-key events should be checked first
elif key in ENTER_KEYS and with_alt(key_event):
return {'fullscreen': True}
elif key == libtcod.event.K_i:
return {'show_inventory': True}
elif key == libtcod.event.K_ESCAPE:
# Exit the menu
return {'exit': True}
elif key in RESTART_KEYS:
return {'restart': True}
return {}
def handle_inventory_keys(key_event):
key = get_key_from_event(key_event)
if not key:
return {}
# Get index relative to A-Z
index = key - KEY_A
# Meta-key events should be checked first
if with_alt(key_event) and key in ENTER_KEYS:
return {'fullscreen': True}
# Is this a letter between A and Z?
elif index >= 0 and index <= 25:
return {'inventory_index': index}
elif key == libtcod.event.K_ESCAPE:
return {'exit': True}
return {}
def handle_main_menu(key_event):
key = get_key_from_event(key_event)
if not key:
return {}
# Meta-key events should be checked first
elif with_alt(key_event) and key in ENTER_KEYS:
return {'fullscreen': True}
elif key == KEY_A:
return {'new_game': True}
elif key == KEY_B:
return {'load_game': True}
elif key in (KEY_C, libtcod.event.K_ESCAPE):
return {'exit': True}
return {}
def handle_level_up_menu(key_event):
key = get_key_from_event(key_event)
if not key:
return {}
if key == KEY_A:
return {'level_up': 'hp'}
elif key == KEY_B:
return {'level_up': 'str'}
elif key == KEY_C:
return {'level_up': 'def'}
return {}
def handle_character_screen(key_event):
key = get_key_from_event(key_event)
if not key:
return {}
if key == libtcod.event.K_ESCAPE:
return {'exit': True}
return {}