/* Copyright (C) 2014 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Hotkey.h" #include #include "lib/input.h" #include "ConfigDB.h" #include "CLogger.h" #include "CConsole.h" #include "CStr.h" #include "ps/Globals.h" #include "KeyName.h" static bool unified[UNIFIED_LAST - UNIFIED_SHIFT]; #if SDL_VERSION_ATLEAST(2, 0, 0) #define SDLKEY SDL_Keycode #else #define SDLKEY SDLKey #endif struct SKey { SDLKEY code; // keycode or MOUSE_ or UNIFIED_ value bool negated; // whether the key must be pressed (false) or unpressed (true) }; // Hotkey data associated with an externally-specified 'primary' keycode struct SHotkeyMapping { CStr name; // name of the hotkey bool negated; // whether the primary key must be pressed (false) or unpressed (true) std::vector requires; // list of non-primary keys that must also be active }; typedef std::vector KeyMapping; // A mapping of keycodes onto the hotkeys that are associated with that key. // (A hotkey triggered by a combination of multiple keys will be in this map // multiple times.) static std::map g_HotkeyMap; // The current pressed status of hotkeys std::map g_HotkeyStatus; // Look up each key binding in the config file and set the mappings for // all key combinations that trigger it. static void LoadConfigBindings() { std::map bindings = g_ConfigDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."); for (std::map::iterator bindingsIt = bindings.begin(); bindingsIt != bindings.end(); ++bindingsIt) { std::string hotkeyName = bindingsIt->first.substr(7); // strip the "hotkey." prefix for (CConfigValueSet::iterator it = bindingsIt->second.begin(); it != bindingsIt->second.end(); ++it) { const CStr& hotkey = *it; std::vector keyCombination; // Iterate through multiple-key bindings (e.g. Ctrl+I) boost::char_separator sep("+"); typedef boost::tokenizer > tokenizer; tokenizer tok(hotkey, sep); for (tokenizer::iterator it = tok.begin(); it != tok.end(); ++it) { // Attempt decode as key name int mapping = FindKeyCode(*it); if (!mapping) { LOGWARNING("Hotkey mapping used invalid key '%s'", hotkey.c_str()); continue; } SKey key = { (SDLKEY)mapping, false }; keyCombination.push_back(key); } std::vector::iterator itKey, itKey2; for (itKey = keyCombination.begin(); itKey != keyCombination.end(); ++itKey) { SHotkeyMapping bindCode; bindCode.name = hotkeyName; bindCode.negated = itKey->negated; for (itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); ++itKey2) if (itKey != itKey2) // Push any auxiliary keys bindCode.requires.push_back(*itKey2); g_HotkeyMap[itKey->code].push_back(bindCode); } } } } void LoadHotkeys() { InitKeyNameMap(); LoadConfigBindings(); // Set up the state of the hotkeys given no key is down. // i.e. find those hotkeys triggered by all negations. for( std::map::iterator mapIt = g_HotkeyMap.begin(); mapIt != g_HotkeyMap.end(); ++mapIt ) { KeyMapping& hotkeyMap = mapIt->second; for( std::vector::iterator it = hotkeyMap.begin(); it != hotkeyMap.end(); ++it ) { if( !it->negated ) continue; bool allNegated = true; for( std::vector::iterator j = it->requires.begin(); j != it->requires.end(); ++j ) if( !j->negated ) allNegated = false; if( allNegated ) g_HotkeyStatus[it->name] = true; } } } void UnloadHotkeys() { g_HotkeyMap.clear(); g_HotkeyStatus.clear(); } bool isNegated(const SKey& key) { // Normal keycodes are below EXTRA_KEYS_BASE if ((int)key.code < EXTRA_KEYS_BASE && g_keys[key.code] == key.negated) return false; // Mouse 'keycodes' are after the modifier keys else if ((int)key.code > UNIFIED_LAST && g_mouse_buttons[key.code - UNIFIED_LAST] == key.negated) return false; // Modifier keycodes are between the normal keys and the mouse 'keys' else if ((int)key.code < UNIFIED_LAST && (int)key.code > CUSTOM_SDL_KEYCODE && unified[key.code - UNIFIED_SHIFT] == key.negated) return false; else return true; } InReaction HotkeyInputHandler( const SDL_Event_* ev ) { int keycode = 0; switch( ev->ev.type ) { case SDL_KEYDOWN: case SDL_KEYUP: keycode = (int)ev->ev.key.keysym.sym; break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: #if SDL_VERSION_ATLEAST(2, 0, 0) // Mousewheel events are no longer buttons, but we want to maintain the order // expected by g_mouse_buttons for compatibility if (ev->ev.button.button >= SDL_BUTTON_X1) keycode = MOUSE_BASE + (int)ev->ev.button.button + 2; else #endif keycode = MOUSE_BASE + (int)ev->ev.button.button; break; #if SDL_VERSION_ATLEAST(2, 0, 0) case SDL_MOUSEWHEEL: if (ev->ev.wheel.y > 0) { keycode = MOUSE_WHEELUP; break; } else if (ev->ev.wheel.y < 0) { keycode = MOUSE_WHEELDOWN; break; } else if (ev->ev.wheel.x > 0) { keycode = MOUSE_X2; break; } else if (ev->ev.wheel.x < 0) { keycode = MOUSE_X1; break; } return IN_PASS; #endif case SDL_HOTKEYDOWN: g_HotkeyStatus[static_cast(ev->ev.user.data1)] = true; return IN_PASS; case SDL_HOTKEYUP: g_HotkeyStatus[static_cast(ev->ev.user.data1)] = false; return IN_PASS; default: return IN_PASS; } #if !SDL_VERSION_ATLEAST(2, 0, 0) // Rather ugly hack to make the '"' key work better on a MacBook Pro on Windows so it doesn't // always close the console. (Maybe this would be better handled in wsdl or something?) if (keycode == SDLK_BACKQUOTE && (ev->ev.key.keysym.unicode == '\'' || ev->ev.key.keysym.unicode == '"')) keycode = ev->ev.key.keysym.unicode; #endif // Somewhat hackish: // Create phantom 'unified-modifier' events when left- or right- modifier keys are pressed // Just send them to this handler; don't let the imaginary event codes leak back to real SDL. SDL_Event_ phantom; phantom.ev.type = ( ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ) ) ? SDL_KEYDOWN : SDL_KEYUP; if( ( keycode == SDLK_LSHIFT ) || ( keycode == SDLK_RSHIFT ) ) { phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_SHIFT; unified[0] = ( phantom.ev.type == SDL_KEYDOWN ); HotkeyInputHandler( &phantom ); } else if( ( keycode == SDLK_LCTRL ) || ( keycode == SDLK_RCTRL ) ) { phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_CTRL; unified[1] = ( phantom.ev.type == SDL_KEYDOWN ); HotkeyInputHandler( &phantom ); } else if( ( keycode == SDLK_LALT ) || ( keycode == SDLK_RALT ) ) { phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_ALT; unified[2] = ( phantom.ev.type == SDL_KEYDOWN ); HotkeyInputHandler( &phantom ); } #if SDL_VERSION_ATLEAST(2, 0, 0) else if( ( keycode == SDLK_LGUI ) || ( keycode == SDLK_RGUI ) ) #else // SDL 1.2 else if( ( keycode == SDLK_LSUPER ) || ( keycode == SDLK_RSUPER ) || ( keycode == SDLK_LMETA ) || ( keycode == SDLK_RMETA) ) #endif { phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_SUPER; unified[3] = ( phantom.ev.type == SDL_KEYDOWN ); HotkeyInputHandler( &phantom ); } // Check whether we have any hotkeys registered for this particular keycode if( g_HotkeyMap.find(keycode) == g_HotkeyMap.end() ) return( IN_PASS ); // Inhibit the dispatch of hotkey events caused by real keys (not fake mouse button // events) while the console is up. bool consoleCapture = false; if( g_Console->IsActive() && keycode < CUSTOM_SDL_KEYCODE ) consoleCapture = true; // Here's an interesting bit: // If you have an event bound to, say, 'F', and another to, say, 'Ctrl+F', pressing // 'F' while control is down would normally fire off both. // To avoid this, set the modifier keys for /all/ events this key would trigger // (Ctrl, for example, is both group-save and bookmark-save) // but only send a HotkeyDown event for the event with bindings most precisely // matching the conditions (i.e. the event with the highest number of auxiliary // keys, providing they're all down) #if SDL_VERSION_ATLEAST(2, 0, 0) bool typeKeyDown = ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ) || (ev->ev.type == SDL_MOUSEWHEEL); #else bool typeKeyDown = ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ); #endif // -- KEYDOWN SECTION -- std::vector closestMapNames; size_t closestMapMatch = 0; for (std::vector::iterator it = g_HotkeyMap[keycode].begin(); it < g_HotkeyMap[keycode].end(); ++it) { // If a key has been pressed, and this event triggers on its release, skip it. // Similarly, if the key's been released and the event triggers on a keypress, skip it. if (it->negated == typeKeyDown) continue; // Check for no unpermitted keys bool accept = true; for (std::vector::iterator itKey = it->requires.begin(); itKey != it->requires.end() && accept; ++itKey) accept = isNegated(*itKey); if (accept && !(consoleCapture && it->name != "console.toggle")) { // Check if this is an equally precise or more precise match if (it->requires.size() + 1 >= closestMapMatch) { // Check if more precise if (it->requires.size() + 1 > closestMapMatch) { // Throw away the old less-precise matches closestMapNames.clear(); closestMapMatch = it->requires.size() + 1; } closestMapNames.push_back(it->name.c_str()); } } } for (size_t i = 0; i < closestMapNames.size(); ++i) { SDL_Event_ hotkeyNotification; hotkeyNotification.ev.type = SDL_HOTKEYDOWN; hotkeyNotification.ev.user.data1 = const_cast(closestMapNames[i]); in_push_priority_event(&hotkeyNotification); } // -- KEYUP SECTION -- for (std::vector::iterator it = g_HotkeyMap[keycode].begin(); it < g_HotkeyMap[keycode].end(); ++it) { // If it's a keydown event, won't cause HotKeyUps in anything that doesn't // use this key negated => skip them // If it's a keyup event, won't cause HotKeyUps in anything that does use // this key negated => skip them too. if (it->negated != typeKeyDown) continue; // Check for no unpermitted keys bool accept = true; for (std::vector::iterator itKey = it->requires.begin(); itKey != it->requires.end() && accept; ++itKey) accept = isNegated(*itKey); if (accept) { SDL_Event_ hotkeyNotification; hotkeyNotification.ev.type = SDL_HOTKEYUP; hotkeyNotification.ev.user.data1 = const_cast(it->name.c_str()); in_push_priority_event(&hotkeyNotification); } } return IN_PASS; } bool HotkeyIsPressed(const CStr& keyname) { return g_HotkeyStatus[keyname]; }