2021-01-15 09:05:10 +01:00
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/* Copyright (C) 2021 Wildfire Games.
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2009-04-18 19:00:33 +02:00
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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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2010-10-23 04:37:00 +02:00
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#ifndef INCLUDED_HOTKEY
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#define INCLUDED_HOTKEY
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2010-02-18 00:21:49 +01:00
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2010-10-23 04:37:00 +02:00
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/**
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* @file
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* Hotkey system.
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*
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* Hotkeys consist of a name (an arbitrary string), and a key mapping.
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* The names and mappings are loaded from the config system (any
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* config setting with the name prefix "hotkey.").
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2020-05-26 23:47:03 +02:00
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* When a hotkey is pressed one SDL_HOTKEYPRESS is triggered. While the key is
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* kept down repeated SDL_HOTKEYDOWN events are triggered at an interval
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* determined by the OS. When a hotkey is released an SDL_HOTKEYUP event is
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* triggered. All with the hotkey name stored in ev.user.data1 as a const char*.
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2010-10-23 04:37:00 +02:00
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*/
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2004-07-21 18:51:21 +02:00
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#include "CStr.h"
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2005-10-20 19:44:56 +02:00
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#include "lib/input.h"
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2006-08-26 23:52:18 +02:00
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Let players remap hotkeys in-game, fix default hotkeys being qwerty-specific.
- Provide a "Hotkey" screen to let players remap hotkeys in-game using a
convenient setup.
- Make all .cfg hotkeys refer to scancodes (i.e. position on the
keyboard), so that default hotkeys now translate correctly for AZERTY,
QWERTZ and other layouts.
- 'BackSpace' is now an alias for 'Delete', and works for killing units.
This fixes #1917, as macs don't have a proper delete key and would need
to use Fn+Del otherwise. This shifts "timewarp" to Shift+BackSpace.
Functionally, this switches hotkeys to scancodes, as that makes more
sense (they are combinations of key positions, not actual text output).
SDL includes are cleaned and key names are reused.
Fixes #2850, Fixes #2604, Refs #1810, Fixes #1917.
Follows work in 3d7784d2af.
Various diffs tested by: Angen, Stan, Freagarach
Comments by: Nescio
Differential Revision: https://code.wildfiregames.com/D2814
This was SVN commit r24215.
2020-11-19 10:27:26 +01:00
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#include <unordered_map>
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2020-12-09 15:39:14 +01:00
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#include <vector>
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2004-07-21 18:51:21 +02:00
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Let players remap hotkeys in-game, fix default hotkeys being qwerty-specific.
- Provide a "Hotkey" screen to let players remap hotkeys in-game using a
convenient setup.
- Make all .cfg hotkeys refer to scancodes (i.e. position on the
keyboard), so that default hotkeys now translate correctly for AZERTY,
QWERTZ and other layouts.
- 'BackSpace' is now an alias for 'Delete', and works for killing units.
This fixes #1917, as macs don't have a proper delete key and would need
to use Fn+Del otherwise. This shifts "timewarp" to Shift+BackSpace.
Functionally, this switches hotkeys to scancodes, as that makes more
sense (they are combinations of key positions, not actual text output).
SDL includes are cleaned and key names are reused.
Fixes #2850, Fixes #2604, Refs #1810, Fixes #1917.
Follows work in 3d7784d2af.
Various diffs tested by: Angen, Stan, Freagarach
Comments by: Nescio
Differential Revision: https://code.wildfiregames.com/D2814
This was SVN commit r24215.
2020-11-19 10:27:26 +01:00
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// SDL_Scancode is an enum, we'll use an explicit int to avoid including SDL in this header.
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using SDL_Scancode_ = int;
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// 0x8000 is SDL_USEREVENT, this is static_asserted in Hotkey.cpp
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// We do this to avoid including SDL in this header.
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const uint SDL_USEREVENT_ = 0x8000;
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const uint SDL_HOTKEYPRESS = SDL_USEREVENT_;
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const uint SDL_HOTKEYDOWN = SDL_USEREVENT_ + 1;
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const uint SDL_HOTKEYUP = SDL_USEREVENT_ + 2;
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2021-01-15 09:05:10 +01:00
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constexpr SDL_Scancode_ UNUSED_HOTKEY_CODE = 0; // == SDL_SCANCODE_UNKNOWN
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Let players remap hotkeys in-game, fix default hotkeys being qwerty-specific.
- Provide a "Hotkey" screen to let players remap hotkeys in-game using a
convenient setup.
- Make all .cfg hotkeys refer to scancodes (i.e. position on the
keyboard), so that default hotkeys now translate correctly for AZERTY,
QWERTZ and other layouts.
- 'BackSpace' is now an alias for 'Delete', and works for killing units.
This fixes #1917, as macs don't have a proper delete key and would need
to use Fn+Del otherwise. This shifts "timewarp" to Shift+BackSpace.
Functionally, this switches hotkeys to scancodes, as that makes more
sense (they are combinations of key positions, not actual text output).
SDL includes are cleaned and key names are reused.
Fixes #2850, Fixes #2604, Refs #1810, Fixes #1917.
Follows work in 3d7784d2af.
Various diffs tested by: Angen, Stan, Freagarach
Comments by: Nescio
Differential Revision: https://code.wildfiregames.com/D2814
This was SVN commit r24215.
2020-11-19 10:27:26 +01:00
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struct SKey
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{
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SDL_Scancode_ code; // scancode or MOUSE_ or UNIFIED_ value
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bool negated; // whether the key must be pressed (false) or unpressed (true)
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bool operator<(const SKey& o) const { return code < o.code && negated < o.negated; }
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bool operator==(const SKey& o) const { return code == o.code && negated == o.negated; }
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};
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// Hotkey data associated with an externally-specified 'primary' keycode
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struct SHotkeyMapping
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{
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CStr name; // name of the hotkey
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bool negated; // whether the primary key must be pressed (false) or unpressed (true)
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std::vector<SKey> requires; // list of non-primary keys that must also be active
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};
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typedef std::vector<SHotkeyMapping> KeyMapping;
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// A mapping of scancodes onto the hotkeys that are associated with that key.
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// (A hotkey triggered by a combination of multiple keys will be in this map
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// multiple times.)
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extern std::unordered_map<SDL_Scancode_, KeyMapping> g_HotkeyMap;
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// The current pressed status of hotkeys
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extern std::unordered_map<std::string, bool> g_HotkeyStatus;
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2004-07-21 18:51:21 +02:00
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2007-05-02 14:07:08 +02:00
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extern void LoadHotkeys();
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2014-09-15 03:27:06 +02:00
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extern void UnloadHotkeys();
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2019-09-15 14:16:28 +02:00
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extern InReaction HotkeyStateChange(const SDL_Event_* ev);
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2010-01-09 20:20:14 +01:00
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extern InReaction HotkeyInputHandler(const SDL_Event_* ev);
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extern bool HotkeyIsPressed(const CStr& keyname);
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2004-08-09 22:58:32 +02:00
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2010-10-23 04:37:00 +02:00
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#endif // INCLUDED_HOTKEY
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