wraitii
80f354a125
Swap an std::set for an std::vector, the set was useful only in an earlier iteration of the diff. This fixes nopch. Differential Revision: https://code.wildfiregames.com/D3790 This was SVN commit r25195.
482 lines
17 KiB
C++
482 lines
17 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Hotkey.h"
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#include <boost/tokenizer.hpp>
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#include "lib/external_libraries/libsdl.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/ConfigDB.h"
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#include "ps/Globals.h"
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#include "ps/KeyName.h"
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static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
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std::unordered_map<int, KeyMapping> g_HotkeyMap;
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namespace {
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std::unordered_map<std::string, bool> g_HotkeyStatus;
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struct PressedHotkey
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{
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PressedHotkey(const SHotkeyMapping* m, bool t) : mapping(m), retriggered(t) {};
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// NB: this points to one of g_HotkeyMap's mappings. It works because that std::unordered_map is stable once constructed.
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const SHotkeyMapping* mapping;
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// Whether the hotkey was triggered by a key release (silences "press" and "up" events).
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bool retriggered;
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};
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struct ReleasedHotkey
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{
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ReleasedHotkey(const char* n, bool t) : name(n), wasRetriggered(t) {};
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const char* name;
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bool wasRetriggered;
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};
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// 'In-flight' state used because the hotkey triggering process is split in two phase.
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// These hotkeys may still be stopped if the event responsible for triggering them is handled
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// before it can be used to generate the hotkeys.
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std::vector<PressedHotkey> newPressedHotkeys;
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// Stores the 'specificity' of the newly pressed hotkeys.
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size_t closestMapMatch = 0;
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// This is merely used to ensure consistency in EventWillFireHotkey.
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const SDL_Event_* currentEvent;
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// List of currently pressed hotkeys. This is used to quickly reset hotkeys.
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// This is an unsorted vector because there will generally be very few elements,
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// so it's presumably faster than std::set.
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std::vector<PressedHotkey> pressedHotkeys;
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// List of active keys relevant for hotkeys.
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std::vector<SDL_Scancode_> activeScancodes;
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}
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static_assert(std::is_integral<std::underlying_type<SDL_Scancode>::type>::value, "SDL_Scancode is not an integral enum.");
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static_assert(SDL_USEREVENT_ == SDL_USEREVENT, "SDL_USEREVENT_ is not the same type as the real SDL_USEREVENT");
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static_assert(UNUSED_HOTKEY_CODE == SDL_SCANCODE_UNKNOWN);
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// Look up each key binding in the config file and set the mappings for
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// all key combinations that trigger it.
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static void LoadConfigBindings(CConfigDB& configDB)
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{
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for (const std::pair<const CStr, CConfigValueSet>& configPair : configDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."))
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{
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std::string hotkeyName = configPair.first.substr(7); // strip the "hotkey." prefix
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// "unused" is kept or the A23->24 migration, this can likely be removed in A25.
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if (configPair.second.empty() || (configPair.second.size() == 1 && configPair.second.front() == "unused"))
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{
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// Unused hotkeys must still be registered in the map to appear in the hotkey editor.
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SHotkeyMapping unusedCode;
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unusedCode.name = hotkeyName;
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unusedCode.primary = SKey{ UNUSED_HOTKEY_CODE };
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g_HotkeyMap[UNUSED_HOTKEY_CODE].push_back(unusedCode);
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continue;
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}
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for (const CStr& hotkey : configPair.second)
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{
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std::vector<SKey> keyCombination;
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// Iterate through multiple-key bindings (e.g. Ctrl+I)
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boost::char_separator<char> sep("+");
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typedef boost::tokenizer<boost::char_separator<char> > tokenizer;
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tokenizer tok(hotkey, sep);
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for (tokenizer::iterator it = tok.begin(); it != tok.end(); ++it)
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{
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// Attempt decode as key name
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SDL_Scancode scancode = FindScancode(it->c_str());
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if (!scancode)
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{
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LOGWARNING("Hotkey mapping used invalid key '%s'", hotkey.c_str());
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continue;
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}
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SKey key = { scancode };
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keyCombination.push_back(key);
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}
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std::vector<SKey>::iterator itKey, itKey2;
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for (itKey = keyCombination.begin(); itKey != keyCombination.end(); ++itKey)
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{
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SHotkeyMapping bindCode;
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bindCode.name = hotkeyName;
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bindCode.primary = SKey{ itKey->code };
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for (itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); ++itKey2)
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if (itKey != itKey2) // Push any auxiliary keys
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bindCode.requires.push_back(*itKey2);
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g_HotkeyMap[itKey->code].push_back(bindCode);
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}
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}
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}
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}
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void LoadHotkeys(CConfigDB& configDB)
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{
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pressedHotkeys.clear();
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LoadConfigBindings(configDB);
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}
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void UnloadHotkeys()
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{
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pressedHotkeys.clear();
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g_HotkeyMap.clear();
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g_HotkeyStatus.clear();
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}
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bool isPressed(const SKey& key)
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{
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// Normal keycodes are below EXTRA_KEYS_BASE
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if ((int)key.code < EXTRA_KEYS_BASE)
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return g_scancodes[key.code];
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// Mouse 'keycodes' are after the modifier keys
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else if ((int)key.code < MOUSE_LAST && (int)key.code > MOUSE_BASE)
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return g_mouse_buttons[key.code - MOUSE_BASE];
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// Modifier keycodes are between the normal keys and the mouse 'keys'
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else if ((int)key.code < UNIFIED_LAST && (int)key.code > SDL_NUM_SCANCODES)
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return unified[key.code - UNIFIED_SHIFT];
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// This codepath shouldn't be taken, but not having it triggers warnings.
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else
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return false;
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}
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InReaction HotkeyStateChange(const SDL_Event_* ev)
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{
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if (ev->ev.type == SDL_HOTKEYPRESS || ev->ev.type == SDL_HOTKEYPRESS_SILENT)
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g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = true;
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else if (ev->ev.type == SDL_HOTKEYUP || ev->ev.type == SDL_HOTKEYUP_SILENT)
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g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = false;
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return IN_PASS;
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}
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InReaction HotkeyInputPrepHandler(const SDL_Event_* ev)
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{
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int scancode = SDL_SCANCODE_UNKNOWN;
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// Restore default state.
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newPressedHotkeys.clear();
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currentEvent = nullptr;
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switch(ev->ev.type)
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{
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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scancode = ev->ev.key.keysym.scancode;
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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// Mousewheel events are no longer buttons, but we want to maintain the order
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// expected by g_mouse_buttons for compatibility
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if (ev->ev.button.button >= SDL_BUTTON_X1)
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scancode = MOUSE_BASE + (int)ev->ev.button.button + 2;
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else
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scancode = MOUSE_BASE + (int)ev->ev.button.button;
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break;
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case SDL_MOUSEWHEEL:
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if (ev->ev.wheel.y > 0)
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{
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scancode = MOUSE_WHEELUP;
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break;
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}
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else if (ev->ev.wheel.y < 0)
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{
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scancode = MOUSE_WHEELDOWN;
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break;
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}
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else if (ev->ev.wheel.x > 0)
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{
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scancode = MOUSE_X2;
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break;
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}
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else if (ev->ev.wheel.x < 0)
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{
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scancode = MOUSE_X1;
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break;
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}
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return IN_PASS;
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default:
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return IN_PASS;
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}
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// Somewhat hackish:
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// Create phantom 'unified-modifier' events when left- or right- modifier keys are pressed
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// Just send them to this handler; don't let the imaginary event codes leak back to real SDL.
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SDL_Event_ phantom;
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phantom.ev.type = ((ev->ev.type == SDL_KEYDOWN) || (ev->ev.type == SDL_MOUSEBUTTONDOWN)) ? SDL_KEYDOWN : SDL_KEYUP;
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if (phantom.ev.type == SDL_KEYDOWN)
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phantom.ev.key.repeat = ev->ev.type == SDL_KEYDOWN ? ev->ev.key.repeat : 0;
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if (scancode == SDL_SCANCODE_LSHIFT || scancode == SDL_SCANCODE_RSHIFT)
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{
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phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_SHIFT);
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unified[0] = (phantom.ev.type == SDL_KEYDOWN);
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return HotkeyInputPrepHandler(&phantom);
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}
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else if (scancode == SDL_SCANCODE_LCTRL || scancode == SDL_SCANCODE_RCTRL)
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{
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phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_CTRL);
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unified[1] = (phantom.ev.type == SDL_KEYDOWN);
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return HotkeyInputPrepHandler(&phantom);
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}
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else if (scancode == SDL_SCANCODE_LALT || scancode == SDL_SCANCODE_RALT)
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{
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phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_ALT);
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unified[2] = (phantom.ev.type == SDL_KEYDOWN);
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return HotkeyInputPrepHandler(&phantom);
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}
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else if (scancode == SDL_SCANCODE_LGUI || scancode == SDL_SCANCODE_RGUI)
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{
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phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_SUPER);
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unified[3] = (phantom.ev.type == SDL_KEYDOWN);
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return HotkeyInputPrepHandler(&phantom);
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}
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// Check whether we have any hotkeys registered that include this scancode.
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if (g_HotkeyMap.find(scancode) == g_HotkeyMap.end())
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return IN_PASS;
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currentEvent = ev;
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/**
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* Hotkey behaviour spec (see also tests):
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* - If both 'F' and 'Ctrl+F' are hotkeys, and Ctrl & F keys are down, then the more specific one only is fired ('Ctrl+F' here).
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* - If 'Ctrl+F' and 'Ctrl+A' are both hotkeys, both may fire simulatenously (respectively without Ctrl).
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* - However, per the first point, 'Ctrl+Shift+F' would fire alone in that situation.
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* - "Press" is sent once, when the hotkey is initially triggered.
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* - "Up" is sent once, when the hotkey is released or superseded by a more specific hotkey.
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* - "Down" is sent repeatedly, and is also sent alongside the inital "Press".
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* - As a special case (see below), "Down" is not sent alongside "PressSilent".
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* - If 'Ctrl+F' is active, and 'Ctrl' is released, 'F' must become active again.
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* - However, the "Press" event is _not_ fired. Instead, "PressSilent" is.
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* - Likewise, once 'F' is released, the "Up" event will be a "UpSilent".
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* (the reason is that it is unexpected to trigger a press on key release).
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* - Hotkeys are allowed to fire with extra keys (e.g. Ctrl+F+A still triggers 'Ctrl+F').
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* - If 'F' and 'Ctrl+F' trigger the same hotkey, adding 'Ctrl' _and_ releasing 'Ctrl' will trigger new 'Press' events.
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* The "Up" event is only sent when both Ctrl & F are released.
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* - This is somewhat unexpected/buggy, but it makes the implementation easier and is easily avoidable for players.
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* - Wheel scrolling is 'instantaneous' behaviour and is essentially entirely separate from the above.
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* - It won't untrigger other hotkeys, and fires/releases on the same 'key event'.
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* Note that mouse buttons/wheel inputs can fire hotkeys, in combinations with keys.
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* ...Yes, this is all surprisingly complex.
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*/
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bool isReleasedKey = ev->ev.type == SDL_KEYUP || ev->ev.type == SDL_MOUSEBUTTONUP;
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// Wheel events are pressed & released in the same go.
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bool isInstantaneous = ev->ev.type == SDL_MOUSEWHEEL;
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if (!isInstantaneous)
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{
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std::vector<SDL_Scancode_>::iterator it = std::find(activeScancodes.begin(), activeScancodes.end(), scancode);
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// This prevents duplicates, assuming we might end up in a weird state - feels safer with input.
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if (isReleasedKey && it != activeScancodes.end())
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activeScancodes.erase(it);
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else if (!isReleasedKey && it == activeScancodes.end())
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activeScancodes.emplace_back(scancode);
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}
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std::vector<SDL_Scancode_> triggers;
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if (!isReleasedKey || isInstantaneous)
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triggers.push_back(scancode);
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else
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// If the key is released, we need to check all less precise hotkeys again, to see if we should retrigger some.
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for (SDL_Scancode_ code : activeScancodes)
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triggers.push_back(code);
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// Now check if we need to trigger new hotkeys / retrigger hotkeys.
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// We'll need the match-level and the keys in play to release currently pressed hotkeys.
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closestMapMatch = 0;
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for (SDL_Scancode_ code : triggers)
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for (const SHotkeyMapping& hotkey : g_HotkeyMap[code])
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{
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// Ensure no duplications in the new list.
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if (std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
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[&hotkey](const PressedHotkey& v){ return v.mapping->name == hotkey.name; }) != newPressedHotkeys.end())
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continue;
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bool accept = true;
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for (const SKey& k : hotkey.requires)
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{
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accept = isPressed(k);
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if (!accept)
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break;
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}
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if (!accept)
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continue;
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// Check if this is an equally precise or more precise match
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if (hotkey.requires.size() + 1 >= closestMapMatch)
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{
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// Check if more precise
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if (hotkey.requires.size() + 1 > closestMapMatch)
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{
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// Throw away the old less-precise matches
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newPressedHotkeys.clear();
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closestMapMatch = hotkey.requires.size() + 1;
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}
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newPressedHotkeys.emplace_back(&hotkey, isReleasedKey);
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}
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}
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return IN_PASS;
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}
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InReaction HotkeyInputActualHandler(const SDL_Event_* ev)
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{
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if (!currentEvent)
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return IN_PASS;
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bool isInstantaneous = ev->ev.type == SDL_MOUSEWHEEL;
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// TODO: it's probably possible to break hotkeys somewhat if the "Up" event that would release a hotkey is handled
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// by a priori handler - it might be safer to do that in the 'Prep' phase.
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std::vector<ReleasedHotkey> releasedHotkeys;
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// For instantaneous events, we don't update the pressedHotkeys (i.e. currently active hotkeys),
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// we just fire/release the triggered hotkeys transiently.
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// Therefore, skip the whole 'check pressedHotkeys & swap with newPressedHotkeys' logic.
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if (!isInstantaneous)
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{
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for (PressedHotkey& hotkey : pressedHotkeys)
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{
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bool addingAnew = std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
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[&hotkey](const PressedHotkey& v){ return v.mapping->name == hotkey.mapping->name; }) != newPressedHotkeys.end();
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// Update the triggered status to match our current state.
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if (addingAnew)
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std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
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[&hotkey](const PressedHotkey& v){ return v.mapping->name == hotkey.mapping->name; })->retriggered = hotkey.retriggered;
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// If the already-pressed hotkey has a lower specificity than the new hotkey(s), de-activate it.
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else if (hotkey.mapping->requires.size() + 1 < closestMapMatch)
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{
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releasedHotkeys.emplace_back(hotkey.mapping->name.c_str(), hotkey.retriggered);
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continue;
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}
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// Check that the hotkey still matches all active keys.
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bool accept = isPressed(hotkey.mapping->primary);
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if (accept)
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for (const SKey& k : hotkey.mapping->requires)
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{
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accept = isPressed(k);
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if (!accept)
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break;
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}
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if (!accept && !addingAnew)
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releasedHotkeys.emplace_back(hotkey.mapping->name.c_str(), hotkey.retriggered);
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else if (accept)
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{
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// If this hotkey has higher specificity than the new hotkeys we wanted to trigger/retrigger,
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// then discard this new addition(s). This works because at any given time, all hotkeys
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// active must have the same specificity.
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if (hotkey.mapping->requires.size() + 1 > closestMapMatch)
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{
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closestMapMatch = hotkey.mapping->requires.size() + 1;
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newPressedHotkeys.clear();
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newPressedHotkeys.emplace_back(hotkey.mapping, hotkey.retriggered);
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}
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else if (!addingAnew)
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newPressedHotkeys.emplace_back(hotkey.mapping, hotkey.retriggered);
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}
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}
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pressedHotkeys.swap(newPressedHotkeys);
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}
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for (const PressedHotkey& hotkey : isInstantaneous ? newPressedHotkeys : pressedHotkeys)
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{
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// Send a KeyPress event when a hotkey is pressed initially and on mouseButton and mouseWheel events.
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if (ev->ev.type != SDL_KEYDOWN || ev->ev.key.repeat == 0)
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{
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SDL_Event_ hotkeyPressNotification;
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hotkeyPressNotification.ev.type = hotkey.retriggered ? SDL_HOTKEYPRESS_SILENT : SDL_HOTKEYPRESS;
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hotkeyPressNotification.ev.user.data1 = const_cast<char*>(hotkey.mapping->name.c_str());
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in_push_priority_event(&hotkeyPressNotification);
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}
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// Send a HotkeyDown event on every key, mouseButton and mouseWheel event.
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// The exception is on the first retriggering: hotkeys may fire transiently
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// while a user lifts fingers off multi-key hotkeys, and listeners to "hotkeydown"
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// generally don't expect that to trigger then.
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// (It might be better to check for HotkeyIsPressed, however).
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// For keys the event is repeated depending on hardware and OS configured interval.
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// On linux, modifier keys (shift, alt, ctrl) are not repeated, see https://github.com/SFML/SFML/issues/122.
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if (ev->ev.key.repeat == 0 && hotkey.retriggered)
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continue;
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SDL_Event_ hotkeyDownNotification;
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hotkeyDownNotification.ev.type = SDL_HOTKEYDOWN;
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hotkeyDownNotification.ev.user.data1 = const_cast<char*>(hotkey.mapping->name.c_str());
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in_push_priority_event(&hotkeyDownNotification);
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}
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// Release instantaneous events (e.g. mouse wheel) right away.
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if (isInstantaneous)
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for (const PressedHotkey& hotkey : newPressedHotkeys)
|
|
releasedHotkeys.emplace_back(hotkey.mapping->name.c_str(), false);
|
|
|
|
for (const ReleasedHotkey& hotkey : releasedHotkeys)
|
|
{
|
|
SDL_Event_ hotkeyNotification;
|
|
hotkeyNotification.ev.type = hotkey.wasRetriggered ? SDL_HOTKEYUP_SILENT : SDL_HOTKEYUP;
|
|
hotkeyNotification.ev.user.data1 = const_cast<char*>(hotkey.name);
|
|
in_push_priority_event(&hotkeyNotification);
|
|
}
|
|
|
|
return IN_PASS;
|
|
}
|
|
|
|
bool EventWillFireHotkey(const SDL_Event_* ev, const CStr& keyname)
|
|
{
|
|
// Sanity check of sort. This parameter mostly exists because it looks right from the caller's perspective.
|
|
if (ev != currentEvent || !currentEvent)
|
|
return false;
|
|
|
|
return std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
|
|
[&keyname](const PressedHotkey& v){ return v.mapping->name == keyname; }) != newPressedHotkeys.end();
|
|
}
|
|
|
|
void ResetActiveHotkeys()
|
|
{
|
|
newPressedHotkeys.clear();
|
|
for (const PressedHotkey& hotkey : pressedHotkeys)
|
|
{
|
|
SDL_Event_ hotkeyNotification;
|
|
hotkeyNotification.ev.type = hotkey.retriggered ? SDL_HOTKEYUP_SILENT : SDL_HOTKEYUP;
|
|
hotkeyNotification.ev.user.data1 = const_cast<char*>(hotkey.mapping->name.c_str());
|
|
in_push_priority_event(&hotkeyNotification);
|
|
}
|
|
pressedHotkeys.clear();
|
|
activeScancodes.clear();
|
|
currentEvent = nullptr;
|
|
}
|
|
|
|
bool HotkeyIsPressed(const CStr& keyname)
|
|
{
|
|
return g_HotkeyStatus[keyname];
|
|
}
|