-
-
Notifications
You must be signed in to change notification settings - Fork 0
/
input_handlers.py
741 lines (594 loc) · 24.4 KB
/
input_handlers.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
from __future__ import annotations
import os
from typing import Callable, Optional, Tuple, TYPE_CHECKING, Union
import tcod.event
import actions
from actions import (
Action,
BumpAction,
PickupAction,
WaitAction,
)
import color
import exceptions
if TYPE_CHECKING:
from engine import engine
from entity import Item
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,
}
CONFIRM_KEYS = {
tcod.event.K_RETURN,
tcod.event.K_KP_ENTER,
}
ActionOrHandler = Union[Action, "BaseEventHandler"]
"""An event handler return value which can trigger an action or switch active handlers.
If a handler is returned then it will become the active handler for future events.
If an action is returned it will be attempted and if it's valid then
MainGameEventHandler will become the active handler.
"""
class BaseEventHandler(tcod.event.EventDispatch[ActionOrHandler]):
def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
"""Handle an event and return the next active event handler."""
state = self.dispatch(event)
if isinstance(state, BaseEventHandler):
return state
assert not isinstance(state, Action), f"{self!r} can not handle actions."
return self
def on_render(self, console: tcod.Console) -> None:
raise NotImplementedError()
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
raise SystemExit()
class PopupMessage(BaseEventHandler):
"""Display a popup text window."""
def __init__(self, parent_handler: BaseEventHandler, text: str):
self.parent = parent_handler
self.text = text
def on_render(self, console: tcod.Console) -> None:
"""Render the parent and dim the result, then print the message on top."""
self.parent.on_render(console)
console.tiles_rgb["fg"] //= 8
console.tiles_rgb["bg"] //= 8
console.print(
console.width // 2,
console.height // 2,
self.text,
fg=color.white,
bg=color.black,
alignment=tcod.CENTER,
)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[BaseEventHandler]:
"""Any key returns to the parent handler."""
return self.parent
class EventHandler(BaseEventHandler):
def __init__(self, engine: Engine):
self.engine = engine
def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
"""Handle events for input handlers with an engine."""
action_or_state = self.dispatch(event)
if isinstance(action_or_state, BaseEventHandler):
return action_or_state
if self.handle_action(action_or_state):
# A valid action was performed.
if not self.engine.player.is_alive:
# The player was killed sometime during or after the action.
return GameOverEventHandler(self.engine)
elif self.engine.player.level.requires_level_up:
return LevelUpEventHandler(self.engine)
return MainGameEventHandler(self.engine) # Return to the main handler.
return self
def handle_action(self, action: Optional[Action]) -> bool:
"""Handle actions returned from event methods.
Returns True if the action will advance a turn.
"""
if action is None:
return False
try:
action.perform()
except exceptions.Impossible as exc:
self.engine.message_log.add_message(exc.args[0], color.impossible)
return False # Skip enemy turn on exceptions.
self.engine.handle_enemy_turns()
self.engine.update_fov()
return True
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 on_render(self, console: tcod.Console) -> None:
self.engine.render(console)
class AskUserEventHandler(EventHandler):
"""Handles user input for actions which require special input."""
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
"""By default any key exits this input handler."""
if event.sym in { # Ignore modifier keys.
tcod.event.K_LSHIFT,
tcod.event.K_RSHIFT,
tcod.event.K_LCTRL,
tcod.event.K_RCTRL,
tcod.event.K_LALT,
tcod.event.K_RALT,
}:
return None
return self.on_exit()
def ev_mousebuttondown(
self, event: tcod.event.MouseButtonDown
) -> Optional[ActionOrHandler]:
"""By default any mouse click exits this input handler."""
return self.on_exit()
def on_exit(self) -> Optional[ActionOrHandler]:
"""Called when the user is trying to exit or cancel an action.
By default this returns to the main event handler.
"""
return MainGameEventHandler(self.engine)
class CharacterScreenEventHandler(AskUserEventHandler):
TITLE = "Character Information"
def on_render(self, console: tcod.Console) -> None:
super().on_render(console)
if self.engine.player.x <= 30:
x = 40
else:
x = 0
y = 0
width = len(self.TITLE) + 4
console.draw_frame(
x=x,
y=y,
width=width,
height=7,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0),
)
console.print(
x=x + 1, y=y + 1, string=f"Level: {self.engine.player.level.current_level}"
)
console.print(
x=x + 1, y=y + 2, string=f"XP: {self.engine.player.level.current_xp}"
)
console.print(
x=x + 1,
y=y + 3,
string=f"XP for next Level: {self.engine.player.level.experience_to_next_level}",
)
console.print(
x=x + 1, y=y + 4, string=f"Attack: {self.engine.player.fighter.power}"
)
console.print(
x=x + 1, y=y + 5, string=f"Defense: {self.engine.player.fighter.defense}"
)
class LevelUpEventHandler(AskUserEventHandler):
TITLE = "Level Up"
def on_render(self, console: tcod.Console) -> None:
super().on_render(console)
if self.engine.player.x <= 30:
x = 40
else:
x = 0
console.draw_frame(
x=x,
y=0,
width=35,
height=8,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0),
)
console.print(x=x + 1, y=1, string="Congratulations! You level up!")
console.print(x=x + 1, y=2, string="Select an attribute to increase.")
console.print(
x=x + 1,
y=4,
string=f"a) Constitution (+20 HP, from {self.engine.player.fighter.max_hp})",
)
console.print(
x=x + 1,
y=5,
string=f"b) Strength (+1 attack, from {self.engine.player.fighter.power})",
)
console.print(
x=x + 1,
y=6,
string=f"c) Agility (+1 defense, from {self.engine.player.fighter.defense})",
)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
player = self.engine.player
key = event.sym
index = key - tcod.event.K_a
if 0 <= index <= 2:
if index == 0:
player.level.increase_max_hp()
elif index == 1:
player.level.increase_power()
else:
player.level.increase_defense()
else:
self.engine.message_log.add_message("Invalid entry.", color.invalid)
return None
return super().ev_keydown(event)
def ev_mousebuttondown(
self, event: tcod.event.MouseButtonDown
) -> Optional[ActionOrHandler]:
"""
Don't allow the player to click to exit the menu, like normal.
"""
return None
class ShopEventHandler(AskUserEventHandler):
TITLE = "Welcome to the Black Market"
def on_render(self, console: tcod.Console) -> None:
height = 28
x = 0
y = 0
width = len(self.TITLE) + 4
console.draw_frame(
x=x,
y=y,
width=width,
height=height,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0),
)
console.print(0, 30, "Money: " + str(self.engine.game_world.money))
for i in range(25):
item_key = chr(ord("a") + i)
price = "9999"
item_string = f"({item_key}) Placeholder Price: {price}"
console.print(x + 1, y + i + 1, item_string)
console.print(x + 1, y + i + 2, f"(z) Start Heist")
self.engine.message_log.render(console=console, x=21, y=45, width=40, height=5)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
player = self.engine.player
key = event.sym
index = key - tcod.event.K_a
funds = self.engine.game_world.money
if 0 <= index <= 25:
if index == 0:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 1:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 2:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 3:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 4:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 5:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 6:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 7:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 8:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 9:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 10:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 11:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 12:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 13:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 14:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 15:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 16:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 17:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 18:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 19:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 20:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 21:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 22:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 23:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
elif index == 24:
self.engine.message_log.add_message("Not enough funds.", color.invalid)
else:
return actions.TakeStairsAction(player);
return None
else:
self.engine.message_log.add_message("Invalid entry.", color.invalid)
return None
return super().ev_keydown(event)
def ev_mousebuttondown(
self, event: tcod.event.MouseButtonDown
) -> Optional[ActionOrHandler]:
"""
Don't allow the player to click to exit the menu, like normal.
"""
return None
class InventoryEventHandler(AskUserEventHandler):
"""This handler lets the user select an item.
What happens then depends on the subclass.
"""
TITLE = "<missing title>"
def on_render(self, console: tcod.Console) -> None:
"""Render an inventory menu, which displays the items in the inventory, and the letter to select them.
Will move to a different position based on where the player is located, so the player can always see where
they are.
"""
super().on_render(console)
number_of_items_in_inventory = len(self.engine.player.inventory.items)
height = number_of_items_in_inventory + 2
if height <= 3:
height = 3
if self.engine.player.x <= 30:
x = 40
else:
x = 0
y = 0
width = len(self.TITLE) + 4
console.draw_frame(
x=x,
y=y,
width=width,
height=height,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0),
)
if number_of_items_in_inventory > 0:
for i, item in enumerate(self.engine.player.inventory.items):
item_key = chr(ord("a") + i)
is_equipped = self.engine.player.equipment.item_is_equipped(item)
item_string = f"({item_key}) {item.name}"
if is_equipped:
item_string = f"{item_string} (E)"
console.print(x + 1, y + i + 1, item_string)
else:
console.print(x + 1, y + 1, "(Empty)")
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
player = self.engine.player
key = event.sym
index = key - tcod.event.K_a
if 0 <= index <= 26:
try:
selected_item = player.inventory.items[index]
except IndexError:
self.engine.message_log.add_message("Invalid entry.", color.invalid)
return None
return self.on_item_selected(selected_item)
return super().ev_keydown(event)
def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
"""Called when the user selects a valid item."""
raise NotImplementedError()
class InventoryActivateHandler(InventoryEventHandler):
"""Handle using an inventory item."""
TITLE = "Select an item to use"
def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
if item.consumable:
# Return the action for the selected item.
return item.consumable.get_action(self.engine.player)
elif item.equippable:
return actions.EquipAction(self.engine.player, item)
else:
return None
class InventoryDropHandler(InventoryEventHandler):
"""Handle dropping an inventory item."""
TITLE = "Select an item to drop"
def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
"""Drop this item."""
return actions.DropItem(self.engine.player, item)
class SelectIndexHandler(AskUserEventHandler):
"""Handles asking the user for an index on the map."""
def __init__(self, engine: Engine):
"""Sets the cursor to the player when this handler is constructed."""
super().__init__(engine)
player = self.engine.player
engine.mouse_location = player.x, player.y
def on_render(self, console: tcod.Console) -> None:
"""Highlight the tile under the cursor."""
super().on_render(console)
x, y = self.engine.mouse_location
console.tiles_rgb["bg"][x, y] = color.white
console.tiles_rgb["fg"][x, y] = color.black
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
"""Check for key movement or confirmation keys."""
key = event.sym
if key in MOVE_KEYS:
modifier = 1 # Holding modifier keys will speed up key movement.
if event.mod & (tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT):
modifier *= 5
if event.mod & (tcod.event.KMOD_LCTRL | tcod.event.KMOD_RCTRL):
modifier *= 10
if event.mod & (tcod.event.KMOD_LALT | tcod.event.KMOD_RALT):
modifier *= 20
x, y = self.engine.mouse_location
dx, dy = MOVE_KEYS[key]
x += dx * modifier
y += dy * modifier
# Clamp the cursor index to the map size.
x = max(0, min(x, self.engine.game_map.width - 1))
y = max(0, min(y, self.engine.game_map.height - 1))
self.engine.mouse_location = x, y
return None
elif key in CONFIRM_KEYS:
return self.on_index_selected(*self.engine.mouse_location)
return super().ev_keydown(event)
def ev_mousebuttondown(
self, event: tcod.event.MouseButtonDown
) -> Optional[ActionOrHandler]:
"""Left click confirms a selection."""
if self.engine.game_map.in_bounds(*event.tile):
if event.button == 1:
return self.on_index_selected(*event.tile)
return super().ev_mousebuttondown(event)
def on_index_selected(self, x: int, y: int) -> Optional[ActionOrHandler]:
"""Called when an index is selected."""
raise NotImplementedError()
class LookHandler(SelectIndexHandler):
"""Lets the player look around using the keyboard."""
def on_index_selected(self, x: int, y: int) -> MainGameEventHandler:
"""Return to main handler."""
return MainGameEventHandler(self.engine)
class SingleRangedAttackHandler(SelectIndexHandler):
"""Handles targeting a single enemy. Only the enemy selected will be affected."""
def __init__(
self, engine: Engine, callback: Callable[[Tuple[int, int]], Optional[Action]]
):
super().__init__(engine)
self.callback = callback
def on_index_selected(self, x: int, y: int) -> Optional[Action]:
return self.callback((x, y))
class AreaRangedAttackHandler(SelectIndexHandler):
"""Handles targeting an area within a given radius. Any entity within the area will be affected."""
def __init__(
self,
engine: Engine,
radius: int,
callback: Callable[[Tuple[int, int]], Optional[Action]],
):
super().__init__(engine)
self.radius = radius
self.callback = callback
def on_render(self, console: tcod.Console) -> None:
"""Highlight the tile under the cursor."""
super().on_render(console)
x, y = self.engine.mouse_location
# Draw a rectangle around the targeted area, so the player can see the affected tiles.
console.draw_frame(
x=x - self.radius - 1,
y=y - self.radius - 1,
width=self.radius ** 2,
height=self.radius ** 2,
fg=color.red,
clear=False,
)
def on_index_selected(self, x: int, y: int) -> Optional[Action]:
return self.callback((x, y))
class MainGameEventHandler(EventHandler):
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
action: Optional[Action] = None
key = event.sym
modifier = event.mod
player = self.engine.player
if key == tcod.event.K_PERIOD and modifier & (
tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT
):
return ShopEventHandler(self.engine)
if key in MOVE_KEYS:
dx, dy = MOVE_KEYS[key]
action = BumpAction(player, dx, dy)
elif key in WAIT_KEYS:
action = WaitAction(player)
elif key == tcod.event.K_ESCAPE:
raise SystemExit()
elif key == tcod.event.K_v:
return HistoryViewer(self.engine)
elif key == tcod.event.K_g:
action = PickupAction(player)
elif key == tcod.event.K_i:
return InventoryActivateHandler(self.engine)
elif key == tcod.event.K_d:
return InventoryDropHandler(self.engine)
elif key == tcod.event.K_c:
return CharacterScreenEventHandler(self.engine)
elif key == tcod.event.K_SLASH:
return LookHandler(self.engine)
# No valid key was pressed
return action
class GameOverEventHandler(EventHandler):
def on_quit(self) -> None:
"""Handle exiting out of a finished game."""
if os.path.exists("savegame.sav"):
os.remove("savegame.sav") # Deletes the active save file.
raise exceptions.QuitWithoutSaving() # Avoid saving a finished game.
def ev_quit(self, event: tcod.event.Quit) -> None:
self.on_quit()
def ev_keydown(self, event: tcod.event.KeyDown) -> None:
if event.sym == tcod.event.K_ESCAPE:
self.on_quit()
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) -> Optional[MainGameEventHandler]:
# 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.
return MainGameEventHandler(self.engine)
return None