Hey! This patch is good :)

I would just replace "previos_modifier_bits" by "previous_modifier_bits" 
or "prev_modifier_bits" ;)

You can push it on the trunk!

Thanks,

Matt (gentildemon)


Florian Köberle a écrit :
> ---
>  src/interface/keyboard.cpp              |  193 
> +++++++++++++++++++++----------
>  src/interface/keyboard.h                |    6 +
>  src/interface/man_machine_interface.cpp |  179 +++++++++++++++++++----------
>  src/interface/man_machine_interface.h   |   55 +++++++--
>  4 files changed, 299 insertions(+), 134 deletions(-)
>
> diff --git a/src/interface/keyboard.cpp b/src/interface/keyboard.cpp
> index 7debe61..b5dc813 100644
> --- a/src/interface/keyboard.cpp
> +++ b/src/interface/keyboard.cpp
> @@ -24,6 +24,15 @@
>  #include "network/chat.h"
>  #include <SDL_events.h>
>  
> +#define MODIFIER_OFFSET (SDLK_LAST + 1)
> +#define SHIFT_BIT 0x1
> +#define ALT_BIT 0x2
> +#define CONTROL_BIT 0x4
> +#define SHIFT_OFFSET (MODIFIER_OFFSET * SHIFT_BIT)
> +#define CONTROL_OFFSET (MODIFIER_OFFSET * CONTROL_BIT)
> +#define ALT_OFFSET (MODIFIER_OFFSET * ALT_BIT)
> +
> +
>  Keyboard::Keyboard() : ManMachineInterface()
>  {
>    //Disable repeated events when a key is kept down
> @@ -37,43 +46,106 @@ Keyboard::Keyboard() : ManMachineInterface()
>  
>  void Keyboard::SetDefaultConfig()
>  {
> -  SetKeyAction(SDLK_LEFT,      ManMachineInterface::KEY_MOVE_LEFT);
> -  SetKeyAction(SDLK_RIGHT,     ManMachineInterface::KEY_MOVE_RIGHT);
> -  SetKeyAction(SDLK_UP,        ManMachineInterface::KEY_UP);
> -  SetKeyAction(SDLK_DOWN,      ManMachineInterface::KEY_DOWN);
> -  SetKeyAction(SDLK_RETURN,    ManMachineInterface::KEY_JUMP);
> -  SetKeyAction(SDLK_BACKSPACE, ManMachineInterface::KEY_HIGH_JUMP);
> -  SetKeyAction(SDLK_b,         ManMachineInterface::KEY_BACK_JUMP);
> -  SetKeyAction(SDLK_SPACE,     ManMachineInterface::KEY_SHOOT);
> -  SetKeyAction(SDLK_TAB,       ManMachineInterface::KEY_NEXT_CHARACTER);
> -  SetKeyAction(SDLK_ESCAPE,    ManMachineInterface::KEY_QUIT);
> -  SetKeyAction(SDLK_PAUSE,     ManMachineInterface::KEY_PAUSE);
> -  SetKeyAction(SDLK_F10,       ManMachineInterface::KEY_FULLSCREEN);
> -  SetKeyAction(SDLK_F9,        ManMachineInterface::KEY_TOGGLE_INTERFACE);
> -  SetKeyAction(SDLK_F1,        ManMachineInterface::KEY_WEAPONS1);
> -  SetKeyAction(SDLK_F2,        ManMachineInterface::KEY_WEAPONS2);
> -  SetKeyAction(SDLK_F3,        ManMachineInterface::KEY_WEAPONS3);
> -  SetKeyAction(SDLK_F4,        ManMachineInterface::KEY_WEAPONS4);
> -  SetKeyAction(SDLK_F5,        ManMachineInterface::KEY_WEAPONS5);
> -  SetKeyAction(SDLK_F6,        ManMachineInterface::KEY_WEAPONS6);
> -  SetKeyAction(SDLK_F7,        ManMachineInterface::KEY_WEAPONS7);
> -  SetKeyAction(SDLK_F8,        ManMachineInterface::KEY_WEAPONS8);
> -  SetKeyAction(SDLK_c,         ManMachineInterface::KEY_CENTER);
> -  SetKeyAction(SDLK_1,         ManMachineInterface::KEY_WEAPON_1);
> -  SetKeyAction(SDLK_2,         ManMachineInterface::KEY_WEAPON_2);
> -  SetKeyAction(SDLK_3,         ManMachineInterface::KEY_WEAPON_3);
> -  SetKeyAction(SDLK_4,         ManMachineInterface::KEY_WEAPON_4);
> -  SetKeyAction(SDLK_5,         ManMachineInterface::KEY_WEAPON_5);
> -  SetKeyAction(SDLK_6,         ManMachineInterface::KEY_WEAPON_6);
> -  SetKeyAction(SDLK_7,         ManMachineInterface::KEY_WEAPON_7);
> -  SetKeyAction(SDLK_8,         ManMachineInterface::KEY_WEAPON_8);
> -  SetKeyAction(SDLK_9,         ManMachineInterface::KEY_WEAPON_9);
> -  SetKeyAction(SDLK_PAGEUP,    ManMachineInterface::KEY_WEAPON_MORE);
> -  SetKeyAction(SDLK_PAGEDOWN,  ManMachineInterface::KEY_WEAPON_LESS);
> -  SetKeyAction(SDLK_s,         ManMachineInterface::KEY_CHAT);
> -  SetKeyAction(SDLK_t,         ManMachineInterface::KEY_CHAT);
> -  SetKeyAction(SDLK_F11,       
> ManMachineInterface::KEY_MENU_OPTIONS_FROM_GAME);
> -  SetKeyAction(SDLK_m,         ManMachineInterface::KEY_MINIMAP_FROM_GAME);
> +  SetKeyAction(SDLK_LEFT,                    
> ManMachineInterface::KEY_MOVE_LEFT);
> +  SetKeyAction(SHIFT_OFFSET + SDLK_LEFT,     
> ManMachineInterface::KEY_MOVE_LEFT_SLOWLY);
> +  SetKeyAction(SDLK_RIGHT,                   
> ManMachineInterface::KEY_MOVE_RIGHT);
> +  SetKeyAction(SHIFT_OFFSET + SDLK_RIGHT,    
> ManMachineInterface::KEY_MOVE_RIGHT_SLOWLY);
> +  SetKeyAction(SDLK_UP,                      ManMachineInterface::KEY_UP);
> +  SetKeyAction(SHIFT_OFFSET + SDLK_UP,       
> ManMachineInterface::KEY_UP_SLOWLY);
> +  SetKeyAction(SDLK_DOWN,                    ManMachineInterface::KEY_DOWN);
> +  SetKeyAction(SHIFT_OFFSET + SDLK_DOWN,     
> ManMachineInterface::KEY_DOWN_SLOWLY);
> +  SetKeyAction(CONTROL_OFFSET + SDLK_LEFT,   
> ManMachineInterface::KEY_MOVE_CAMERA_LEFT);
> +  SetKeyAction(CONTROL_OFFSET + SDLK_RIGHT,  
> ManMachineInterface::KEY_MOVE_CAMERA_RIGHT);
> +  SetKeyAction(CONTROL_OFFSET + SDLK_UP,     
> ManMachineInterface::KEY_MOVE_CAMERA_UP);
> +  SetKeyAction(CONTROL_OFFSET + SDLK_DOWN,   
> ManMachineInterface::KEY_MOVE_CAMERA_DOWN);
> +  SetKeyAction(SDLK_RETURN,                  ManMachineInterface::KEY_JUMP);
> +  SetKeyAction(SDLK_BACKSPACE,               
> ManMachineInterface::KEY_HIGH_JUMP);
> +  SetKeyAction(SDLK_b,                       
> ManMachineInterface::KEY_BACK_JUMP);
> +  SetKeyAction(SDLK_SPACE,                   ManMachineInterface::KEY_SHOOT);
> +  SetKeyAction(SDLK_TAB,                     
> ManMachineInterface::KEY_NEXT_CHARACTER);
> +  SetKeyAction(SDLK_ESCAPE,                  ManMachineInterface::KEY_QUIT);
> +  SetKeyAction(SDLK_PAUSE,                   ManMachineInterface::KEY_PAUSE);
> +  SetKeyAction(SDLK_F10,                     
> ManMachineInterface::KEY_FULLSCREEN);
> +  SetKeyAction(SDLK_F9,                      
> ManMachineInterface::KEY_TOGGLE_INTERFACE);
> +  SetKeyAction(SDLK_F1,                      
> ManMachineInterface::KEY_WEAPONS1);
> +  SetKeyAction(SDLK_F2,                      
> ManMachineInterface::KEY_WEAPONS2);
> +  SetKeyAction(SDLK_F3,                      
> ManMachineInterface::KEY_WEAPONS3);
> +  SetKeyAction(SDLK_F4,                      
> ManMachineInterface::KEY_WEAPONS4);
> +  SetKeyAction(SDLK_F5,                      
> ManMachineInterface::KEY_WEAPONS5);
> +  SetKeyAction(SDLK_F6,                      
> ManMachineInterface::KEY_WEAPONS6);
> +  SetKeyAction(SDLK_F7,                      
> ManMachineInterface::KEY_WEAPONS7);
> +  SetKeyAction(SDLK_F8,                      
> ManMachineInterface::KEY_WEAPONS8);
> +  SetKeyAction(SDLK_c,                       
> ManMachineInterface::KEY_CENTER);
> +  SetKeyAction(SDLK_1,                       
> ManMachineInterface::KEY_WEAPON_1);
> +  SetKeyAction(SDLK_2,                       
> ManMachineInterface::KEY_WEAPON_2);
> +  SetKeyAction(SDLK_3,                       
> ManMachineInterface::KEY_WEAPON_3);
> +  SetKeyAction(SDLK_4,                       
> ManMachineInterface::KEY_WEAPON_4);
> +  SetKeyAction(SDLK_5,                       
> ManMachineInterface::KEY_WEAPON_5);
> +  SetKeyAction(SDLK_6,                       
> ManMachineInterface::KEY_WEAPON_6);
> +  SetKeyAction(SDLK_7,                       
> ManMachineInterface::KEY_WEAPON_7);
> +  SetKeyAction(SDLK_8,                       
> ManMachineInterface::KEY_WEAPON_8);
> +  SetKeyAction(SDLK_9,                       
> ManMachineInterface::KEY_WEAPON_9);
> +  SetKeyAction(SDLK_PAGEUP,                  
> ManMachineInterface::KEY_WEAPON_MORE);
> +  SetKeyAction(SDLK_PAGEDOWN,                
> ManMachineInterface::KEY_WEAPON_LESS);
> +  SetKeyAction(SDLK_s,                       ManMachineInterface::KEY_CHAT);
> +  SetKeyAction(SDLK_t,                       ManMachineInterface::KEY_CHAT);
> +  SetKeyAction(ALT_OFFSET + SDLK_RETURN,     ManMachineInterface::KEY_CHAT);
> +  SetKeyAction(SDLK_F11,                     
> ManMachineInterface::KEY_MENU_OPTIONS_FROM_GAME);
> +  SetKeyAction(SDLK_m,                       
> ManMachineInterface::KEY_MINIMAP_FROM_GAME);
> +}
> +
> +
> +void Keyboard::HandleKeyComboEvent(int key_code, Key_Event_t event_type)
> +{
> +  MSG_DEBUG("keyboard", "%s %s%s%s%d",
> +            event_type == KEY_PRESSED ?"pressed":"released",
> +            ((key_code / MODIFIER_OFFSET) & CONTROL_BIT)?"[control] + ": "",
> +            ((key_code / MODIFIER_OFFSET) & ALT_BIT)?"[alt] + ": "",
> +            ((key_code / MODIFIER_OFFSET) & SHIFT_BIT)?"[shift] + ": "",
> +            key_code % MODIFIER_OFFSET);
> +  std::map<int, Key_t>::iterator it = layout.find(key_code);
> +
> +  if(it == layout.end())
> +    return;
> +
> +
> +  Key_t key = it->second;
> +
> +  //While player writes, it cannot control the game but QUIT or PAUSE.
> +  if (Game::GetInstance()->chatsession.CheckInput()) {
> +    switch (key) {
> +    case KEY_QUIT:
> +    case KEY_PAUSE:
> +      break;
> +    default:
> +      return;
> +    }
> +  }
> +
> +  if(event_type == KEY_PRESSED) {
> +    HandleKeyPressed(key);
> +    return;
> +  }
> +
> +  if(event_type == KEY_RELEASED) {
> +    HandleKeyReleased(key);
> +    return;
> +  }
> +}
> +
> +static int GetModifierBitsFromSDL() {
> +  SDLMod sdl_modifier_bits = SDL_GetModState();
> +  int result = 0;
> +  if (sdl_modifier_bits & KMOD_SHIFT)
> +    result |= SHIFT_BIT;
> +
> +  if (sdl_modifier_bits & KMOD_ALT)
> +    result |= ALT_BIT;
> +
> +  if (sdl_modifier_bits & KMOD_CTRL)
> +    result |= CONTROL_BIT;
> +
> +  return result;
>  }
>  
>  void Keyboard::HandleKeyEvent(const SDL_Event& event)
> @@ -101,31 +173,32 @@ void Keyboard::HandleKeyEvent(const SDL_Event& event)
>      return;
>    }
>  
> -  std::map<int, Key_t>::iterator it = layout.find(event.key.keysym.sym);
> -
> -  if(it == layout.end())
> +  int previos_modifier_bits = modifier_bits;
> +  modifier_bits = GetModifierBitsFromSDL();
> +  SDLKey basic_key_code = event.key.keysym.sym;
> +  if (basic_key_code >= MODIFIER_OFFSET)
>      return;
> -
> -  Key_t key = it->second;
> -
> -  //While player writes, it cannot control the game but QUIT or PAUSE.
> -  if (Game::GetInstance()->chatsession.CheckInput()) {
> -    switch (key) {
> -    case KEY_QUIT:
> -    case KEY_PAUSE:
> -      break;
> -    default:
> -      return;
> +  int key_code;
> +  if (modifier_bits != previos_modifier_bits) {
> +    std::set<SDLKey>::iterator it;
> +    for (it = pressed_keys.begin();  it !=  pressed_keys.end(); it++) {
> +      int basic_key_code_it = *it;
> +      if (basic_key_code != basic_key_code_it) {
> +        key_code = basic_key_code_it + MODIFIER_OFFSET * 
> previos_modifier_bits;
> +        HandleKeyComboEvent(key_code, KEY_RELEASED);
> +        key_code = basic_key_code_it + MODIFIER_OFFSET * modifier_bits;
> +        HandleKeyComboEvent(key_code, KEY_PRESSED);
> +      }
>      }
>    }
> -
> -  if(event_type == KEY_PRESSED) {
> -    HandleKeyPressed(key);
> -    return;
> -  }
> -
> -  if(event_type == KEY_RELEASED) {
> -    HandleKeyReleased(key);
> -    return;
> +  if (event_type == KEY_PRESSED) {
> +    key_code = basic_key_code + (MODIFIER_OFFSET * modifier_bits);
> +    HandleKeyComboEvent(key_code, KEY_PRESSED);
> +    pressed_keys.insert(basic_key_code);
> +  } else {
> +    ASSERT(event_type == KEY_RELEASED);
> +    key_code = basic_key_code + (MODIFIER_OFFSET * previos_modifier_bits);
> +    HandleKeyComboEvent(key_code, KEY_RELEASED);
> +    pressed_keys.erase(basic_key_code);
>    }
>  }
> diff --git a/src/interface/keyboard.h b/src/interface/keyboard.h
> index 44c4856..5c65efd 100644
> --- a/src/interface/keyboard.h
> +++ b/src/interface/keyboard.h
> @@ -24,10 +24,16 @@
>  
> //-----------------------------------------------------------------------------
>  #include "interface/man_machine_interface.h"
>  #include <WORMUX_singleton.h>
> +#include <set>
> +#include "SDL_keyboard.h"
>  
> //-----------------------------------------------------------------------------
>  
>  class Keyboard : public ManMachineInterface, public Singleton<Keyboard>
>  {
> +private:
> +  int modifier_bits;
> +  std::set<SDLKey> pressed_keys;
> +  void HandleKeyComboEvent(int key_code, Key_Event_t event_type);
>  protected:
>    friend class Singleton<Keyboard>;
>    Keyboard();
> diff --git a/src/interface/man_machine_interface.cpp 
> b/src/interface/man_machine_interface.cpp
> index 6a40e19..034f351 100644
> --- a/src/interface/man_machine_interface.cpp
> +++ b/src/interface/man_machine_interface.cpp
> @@ -75,16 +75,16 @@ bool ManMachineInterface::MoveCamera(const Key_t &key) 
> const
>    bool r = true;
>  
>    switch(key) {
> -  case KEY_MOVE_RIGHT:
> +  case KEY_MOVE_CAMERA_RIGHT:
>      Camera::GetInstance()->SetXY(Point2i(SCROLL_KEYBOARD, 0));
>      break;
> -  case KEY_MOVE_LEFT:
> +  case KEY_MOVE_CAMERA_LEFT:
>      Camera::GetInstance()->SetXY(Point2i(-SCROLL_KEYBOARD, 0));
>      break;
> -  case KEY_UP:
> +  case KEY_MOVE_CAMERA_UP:
>      Camera::GetInstance()->SetXY(Point2i(0, -SCROLL_KEYBOARD));
>      break;
> -  case KEY_DOWN:
> +  case KEY_MOVE_CAMERA_DOWN:
>      Camera::GetInstance()->SetXY(Point2i(0, SCROLL_KEYBOARD));
>      break;
>    default:
> @@ -101,12 +101,9 @@ bool ManMachineInterface::MoveCamera(const Key_t &key) 
> const
>  // Handle a pressed key
>  void ManMachineInterface::HandleKeyPressed(const Key_t &key)
>  {
> -  SDLMod mod = SDL_GetModState();
> -  if (mod & KMOD_CTRL) {
> -    if (MoveCamera(key)) {
> -      PressedKeys[key] = true;
> -      return;
> -    }
> +  if (MoveCamera(key)) {
> +    PressedKeys[key] = true;
> +    return;
>    }
>  
>    // Key repeat is useful in the menu, but we are handling it manually
> @@ -122,30 +119,41 @@ void ManMachineInterface::HandleKeyPressed(const Key_t 
> &key)
>    if (Game::GetInstance()->ReadState() == Game::END_TURN) return;
>    if (ActiveCharacter().IsDead()) return;
>  
> -  bool shift = !!(SDL_GetModState() & KMOD_SHIFT);
>    if (Game::GetInstance()->ReadState() == Game::HAS_PLAYED) {
>      switch (key) {
>  
>      case KEY_MOVE_RIGHT:
> -      ActiveCharacter().HandleKeyPressed_MoveRight(shift);
> +      ActiveCharacter().HandleKeyPressed_MoveRight(false);
> +      break;
> +    case KEY_MOVE_RIGHT_SLOWLY:
> +      ActiveCharacter().HandleKeyPressed_MoveRight(true);
>        break;
>      case KEY_MOVE_LEFT:
> -      ActiveCharacter().HandleKeyPressed_MoveLeft(shift);
> +      ActiveCharacter().HandleKeyPressed_MoveLeft(false);
> +      break;
> +    case KEY_MOVE_LEFT_SLOWLY:
> +      ActiveCharacter().HandleKeyPressed_MoveLeft(true);
>        break;
>      case KEY_UP:
> -      ActiveCharacter().HandleKeyPressed_Up(shift);
> +      ActiveCharacter().HandleKeyPressed_Up(false);
> +      break;
> +    case KEY_UP_SLOWLY:
> +      ActiveCharacter().HandleKeyPressed_Up(true);
>        break;
>      case KEY_DOWN:
> -      ActiveCharacter().HandleKeyPressed_Down(shift);
> +      ActiveCharacter().HandleKeyPressed_Down(false);
> +      break;
> +    case KEY_DOWN_SLOWLY:
> +      ActiveCharacter().HandleKeyPressed_Down(true);
>        break;
>      case KEY_JUMP:
> -      ActiveCharacter().HandleKeyPressed_Jump(shift);
> +      ActiveCharacter().HandleKeyPressed_Jump(false);
>        break;
>      case KEY_HIGH_JUMP:
> -      ActiveCharacter().HandleKeyPressed_HighJump(shift);
> +      ActiveCharacter().HandleKeyPressed_HighJump(false);
>        break;
>      case KEY_BACK_JUMP:
> -      ActiveCharacter().HandleKeyPressed_BackJump(shift);
> +      ActiveCharacter().HandleKeyPressed_BackJump(false);
>        break;
>      case KEY_SHOOT:
>        // Shoot key is not accepted in HAS_PLAYED state
> @@ -160,29 +168,41 @@ void ManMachineInterface::HandleKeyPressed(const Key_t 
> &key)
>      switch (key) {
>  
>      case KEY_MOVE_RIGHT:
> -      ActiveTeam().AccessWeapon().HandleKeyPressed_MoveRight(shift);
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_MoveRight(false);
> +      break;
> +    case KEY_MOVE_RIGHT_SLOWLY:
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_MoveRight(true);
>        break;
>      case KEY_MOVE_LEFT:
> -      ActiveTeam().AccessWeapon().HandleKeyPressed_MoveLeft(shift);
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_MoveLeft(false);
> +      break;
> +    case KEY_MOVE_LEFT_SLOWLY:
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_MoveLeft(true);
>        break;
>      case KEY_UP:
> -      ActiveTeam().AccessWeapon().HandleKeyPressed_Up(shift);
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_Up(false);
> +      break;
> +    case KEY_UP_SLOWLY:
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_Up(true);
>        break;
>      case KEY_DOWN:
> -      ActiveTeam().AccessWeapon().HandleKeyPressed_Down(shift);
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_Down(false);
> +      break;
> +    case KEY_DOWN_SLOWLY:
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_Down(true);
>        break;
>      case KEY_JUMP:
> -      ActiveTeam().AccessWeapon().HandleKeyPressed_Jump(shift);
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_Jump(false);
>        break;
>      case KEY_HIGH_JUMP:
> -      ActiveTeam().AccessWeapon().HandleKeyPressed_HighJump(shift);
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_HighJump(false);
>        break;
>      case KEY_BACK_JUMP:
> -      ActiveTeam().AccessWeapon().HandleKeyPressed_BackJump(shift);
> +      ActiveTeam().AccessWeapon().HandleKeyPressed_BackJump(false);
>        break;
>      case KEY_SHOOT:
>        if (Game::GetInstance()->ReadState() == Game::PLAYING) {
> -        ActiveTeam().AccessWeapon().HandleKeyPressed_Shoot(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyPressed_Shoot(false);
>          break;
>        }
>      default:
> @@ -271,25 +291,37 @@ void ManMachineInterface::HandleKeyReleased(const Key_t 
> &key)
>      if (Game::GetInstance()->ReadState() == Game::HAS_PLAYED) {
>        switch (key) {
>        case KEY_MOVE_RIGHT:
> -        ActiveCharacter().HandleKeyReleased_MoveRight(shift);
> +        ActiveCharacter().HandleKeyReleased_MoveRight(false);
> +        return;
> +      case KEY_MOVE_RIGHT_SLOWLY:
> +        ActiveCharacter().HandleKeyReleased_MoveRight(true);
>          return;
>        case KEY_MOVE_LEFT:
> -        ActiveCharacter().HandleKeyReleased_MoveLeft(shift);
> +        ActiveCharacter().HandleKeyReleased_MoveLeft(false);
> +        return;
> +      case KEY_MOVE_LEFT_SLOWLY:
> +        ActiveCharacter().HandleKeyReleased_MoveLeft(true);
>          return;
>        case KEY_UP:
> -        ActiveCharacter().HandleKeyReleased_Up(shift);
> +        ActiveCharacter().HandleKeyReleased_Up(false);
> +        return;
> +      case KEY_UP_SLOWLY:
> +        ActiveCharacter().HandleKeyReleased_Up(true);
>          return;
>        case KEY_DOWN:
> -        ActiveCharacter().HandleKeyReleased_Down(shift);
> +        ActiveCharacter().HandleKeyReleased_Down(false);
> +        return;
> +      case KEY_DOWN_SLOWLY:
> +        ActiveCharacter().HandleKeyReleased_Down(true);
>          return;
>        case KEY_JUMP:
> -        ActiveCharacter().HandleKeyReleased_Jump(shift);
> +        ActiveCharacter().HandleKeyReleased_Jump(false);
>          return;
>        case KEY_HIGH_JUMP:
> -        ActiveCharacter().HandleKeyReleased_HighJump(shift);
> +        ActiveCharacter().HandleKeyReleased_HighJump(false);
>          return;
>        case KEY_BACK_JUMP:
> -        ActiveCharacter().HandleKeyReleased_BackJump(shift);
> +        ActiveCharacter().HandleKeyReleased_BackJump(false);
>          return;
>        case KEY_SHOOT:
>        // Shoot key is not accepted in HAS_PLAYED state
> @@ -304,65 +336,77 @@ void ManMachineInterface::HandleKeyReleased(const Key_t 
> &key)
>        switch (key) {
>  
>        case KEY_MOVE_RIGHT:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_MoveRight(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_MoveRight(false);
> +        return;
> +      case KEY_MOVE_RIGHT_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_MoveRight(true);
>          return;
>        case KEY_MOVE_LEFT:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_MoveLeft(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_MoveLeft(false);
> +        return;
> +      case KEY_MOVE_LEFT_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_MoveLeft(true);
>          return;
>        case KEY_UP:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Up(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Up(false);
> +        return;
> +      case KEY_UP_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Up(true);
>          return;
>        case KEY_DOWN:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Down(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Down(false);
> +        return;
> +      case KEY_DOWN_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Down(true);
>          return;
>        case KEY_JUMP:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Jump(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Jump(false);
>          return;
>        case KEY_HIGH_JUMP:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_HighJump(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_HighJump(false);
>          return;
>        case KEY_BACK_JUMP:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_BackJump(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_BackJump(false);
>          return;
>  
>          // Shoot key
>        case KEY_SHOOT:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Shoot(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Shoot(false);
>          return;
>  
>          // Other keys usefull for weapons
>        case KEY_WEAPON_1:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num1(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num1(false);
>          return;
>        case KEY_WEAPON_2:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num2(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num2(false);
>          return;
>        case KEY_WEAPON_3:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num3(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num3(false);
>          return;
>        case KEY_WEAPON_4:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num4(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num4(false);
>          return;
>        case KEY_WEAPON_5:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num5(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num5(false);
>          return;
>        case KEY_WEAPON_6:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num6(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num6(false);
>          return;
>        case KEY_WEAPON_7:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num7(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num7(false);
>          return;
>        case KEY_WEAPON_8:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num8(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num8(false);
>          return;
>        case KEY_WEAPON_9:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Num9(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Num9(false);
>          return;
>        case KEY_WEAPON_LESS:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_Less(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_Less(false);
>          return;
>        case KEY_WEAPON_MORE:
> -        ActiveTeam().AccessWeapon().HandleKeyReleased_More(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyReleased_More(false);
>          return;
>        default:
>          break;
> @@ -443,7 +487,7 @@ void ManMachineInterface::Refresh() const
>      if (PressedKeys[i]) {
>        Key_t key = static_cast<Key_t>(i);
>  
> -      if (SDL_GetModState()&KMOD_CTRL && MoveCamera(key))
> +      if (MoveCamera(key))
>          continue;
>  
>        // Managing keys related to character moves
> @@ -453,33 +497,44 @@ void ManMachineInterface::Refresh() const
>        if (Game::GetInstance()->ReadState() == Game::END_TURN) return;
>  
>        // Movements are managed by weapons because sometimes it overrides the 
> keys
> -      bool shift = !!(SDL_GetModState() & KMOD_SHIFT);
>        switch (key) {
>  
>        case KEY_MOVE_RIGHT:
> -        ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveRight(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveRight(false);
> +        break;
> +      case KEY_MOVE_RIGHT_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveRight(true);
>          break;
>        case KEY_MOVE_LEFT:
> -        ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveLeft(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveLeft(false);
> +        break;
> +      case KEY_MOVE_LEFT_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_MoveLeft(true);
>          break;
>        case KEY_UP:
> -        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Up(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Up(false);
> +        break;
> +      case KEY_UP_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Up(true);
>          break;
>        case KEY_DOWN:
> -        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Down(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Down(false);
> +        break;
> +      case KEY_DOWN_SLOWLY:
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Down(true);
>          break;
>        case KEY_JUMP:
> -        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Jump(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_Jump(false);
>          break;
>        case KEY_HIGH_JUMP:
> -        ActiveTeam().AccessWeapon().HandleKeyRefreshed_HighJump(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_HighJump(false);
>          break;
>        case KEY_BACK_JUMP:
> -        ActiveTeam().AccessWeapon().HandleKeyRefreshed_BackJump(shift);
> +        ActiveTeam().AccessWeapon().HandleKeyRefreshed_BackJump(false);
>          break;
>        case KEY_SHOOT:
>          if (Game::GetInstance()->ReadState() == Game::PLAYING) {
> -          ActiveTeam().AccessWeapon().HandleKeyRefreshed_Shoot(shift);
> +          ActiveTeam().AccessWeapon().HandleKeyRefreshed_Shoot(false);
>          }
>          break;
>        default:
> diff --git a/src/interface/man_machine_interface.h 
> b/src/interface/man_machine_interface.h
> index 4fbc198..ff0c3bc 100644
> --- a/src/interface/man_machine_interface.h
> +++ b/src/interface/man_machine_interface.h
> @@ -37,18 +37,49 @@ class ManMachineInterface
>  public:
>    typedef enum
>    {
> -    KEY_QUIT,        KEY_WEAPONS1,                KEY_WEAPONS2,
> -    KEY_WEAPONS3,    KEY_WEAPONS4,                KEY_WEAPONS5,
> -    KEY_WEAPONS6,    KEY_WEAPONS7,                KEY_WEAPONS8,
> -    KEY_PAUSE,       KEY_FULLSCREEN,              KEY_TOGGLE_INTERFACE,
> -    KEY_CENTER,      KEY_TOGGLE_WEAPONS_MENUS,    KEY_CHAT,
> -    KEY_MOVE_LEFT,   KEY_MOVE_RIGHT,              KEY_UP,   KEY_DOWN,
> -    KEY_JUMP,        KEY_HIGH_JUMP,               KEY_BACK_JUMP,
> -    KEY_SHOOT,       KEY_CHANGE_WEAPON,
> -    KEY_WEAPON_1,    KEY_WEAPON_2,                KEY_WEAPON_3,
> -    KEY_WEAPON_4,    KEY_WEAPON_5,                KEY_WEAPON_6,
> -    KEY_WEAPON_7,    KEY_WEAPON_8,                KEY_WEAPON_9,
> -    KEY_WEAPON_LESS, KEY_WEAPON_MORE,
> +    KEY_QUIT,
> +    KEY_WEAPONS1,
> +    KEY_WEAPONS2,
> +    KEY_WEAPONS3,
> +    KEY_WEAPONS4,
> +    KEY_WEAPONS5,
> +    KEY_WEAPONS6,
> +    KEY_WEAPONS7,
> +    KEY_WEAPONS8,
> +    KEY_PAUSE,
> +    KEY_FULLSCREEN,
> +    KEY_TOGGLE_INTERFACE,
> +    KEY_CENTER,
> +    KEY_TOGGLE_WEAPONS_MENUS,
> +    KEY_CHAT,
> +    KEY_MOVE_LEFT,
> +    KEY_MOVE_LEFT_SLOWLY,
> +    KEY_MOVE_RIGHT,
> +    KEY_MOVE_RIGHT_SLOWLY,
> +    KEY_UP,
> +    KEY_UP_SLOWLY,
> +    KEY_DOWN,
> +    KEY_DOWN_SLOWLY,
> +    KEY_MOVE_CAMERA_LEFT,
> +    KEY_MOVE_CAMERA_RIGHT,
> +    KEY_MOVE_CAMERA_UP,
> +    KEY_MOVE_CAMERA_DOWN,
> +    KEY_JUMP,
> +    KEY_HIGH_JUMP,
> +    KEY_BACK_JUMP,
> +    KEY_SHOOT,
> +    KEY_CHANGE_WEAPON,
> +    KEY_WEAPON_1,
> +    KEY_WEAPON_2,
> +    KEY_WEAPON_3,
> +    KEY_WEAPON_4,
> +    KEY_WEAPON_5,
> +    KEY_WEAPON_6,
> +    KEY_WEAPON_7,
> +    KEY_WEAPON_8,
> +    KEY_WEAPON_9,
> +    KEY_WEAPON_LESS,
> +    KEY_WEAPON_MORE,
>      KEY_NEXT_CHARACTER,
>      KEY_MENU_OPTIONS_FROM_GAME,
>      KEY_MINIMAP_FROM_GAME,
>   


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