1
0
forked from 0ad/0ad

# Fix hotkey bugs.

Simplify hotkey system to use strings consistently.
Restrict scope of GUI hotkey bindings to the associated page.
Avoid hard-coding list of hotkeys.
Clean up the code a little bit and fix some bugs.
Remove unused "!" prefix for key negation.
Fixes #567.

This was SVN commit r8444.
This commit is contained in:
Ykkrosh 2010-10-23 02:37:00 +00:00
parent f6154b0d89
commit 9e499cdec5
14 changed files with 273 additions and 576 deletions

View File

@ -601,19 +601,19 @@ void CGameView::Update(float DeltaTime)
mouse_last_x = g_mouse_x;
mouse_last_y = g_mouse_y;
if (hotkeys[HOTKEY_CAMERA_ROTATE_CW])
if (HotkeyIsPressed("camera.rotate.cw"))
m->RotateY.AddSmoothly(m->ViewRotateYSpeed * DeltaTime);
if (hotkeys[HOTKEY_CAMERA_ROTATE_CCW])
if (HotkeyIsPressed("camera.rotate.ccw"))
m->RotateY.AddSmoothly(-m->ViewRotateYSpeed * DeltaTime);
if (hotkeys[HOTKEY_CAMERA_ROTATE_UP])
if (HotkeyIsPressed("camera.rotate.up"))
m->RotateX.AddSmoothly(-m->ViewRotateXSpeed * DeltaTime);
if (hotkeys[HOTKEY_CAMERA_ROTATE_DOWN])
if (HotkeyIsPressed("camera.rotate.down"))
m->RotateX.AddSmoothly(m->ViewRotateXSpeed * DeltaTime);
float moveRightward = 0.f;
float moveForward = 0.f;
if (hotkeys[HOTKEY_CAMERA_PAN])
if (HotkeyIsPressed("camera.pan"))
{
moveRightward += m->ViewDragSpeed * mouse_dx;
moveForward += m->ViewDragSpeed * -mouse_dy;
@ -632,15 +632,15 @@ void CGameView::Update(float DeltaTime)
moveForward += m->ViewScrollSpeed * DeltaTime;
}
if (hotkeys[HOTKEY_CAMERA_PAN_KEYBOARD])
if (HotkeyIsPressed("camera.pan.keyboard"))
{
if (hotkeys[HOTKEY_CAMERA_RIGHT])
if (HotkeyIsPressed("camera.right"))
moveRightward += m->ViewScrollSpeed * DeltaTime;
if (hotkeys[HOTKEY_CAMERA_LEFT])
if (HotkeyIsPressed("camera.left"))
moveRightward -= m->ViewScrollSpeed * DeltaTime;
if (hotkeys[HOTKEY_CAMERA_UP])
if (HotkeyIsPressed("camera.up"))
moveForward += m->ViewScrollSpeed * DeltaTime;
if (hotkeys[HOTKEY_CAMERA_DOWN])
if (HotkeyIsPressed("camera.down"))
moveForward -= m->ViewScrollSpeed * DeltaTime;
}
@ -688,9 +688,9 @@ void CGameView::Update(float DeltaTime)
}
}
if (hotkeys[HOTKEY_CAMERA_ZOOM_IN])
if (HotkeyIsPressed("camera.zoom.in"))
m->Zoom.AddSmoothly(m->ViewZoomSpeed * DeltaTime);
if (hotkeys[HOTKEY_CAMERA_ZOOM_OUT])
if (HotkeyIsPressed("camera.zoom.out"))
m->Zoom.AddSmoothly(-m->ViewZoomSpeed * DeltaTime);
float zoomDelta = m->Zoom.Update(DeltaTime);
@ -894,9 +894,10 @@ InReaction CGameView::HandleEvent(const SDL_Event_* ev)
{
case SDL_HOTKEYDOWN:
switch(ev->ev.user.code)
std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
if (hotkey == "wireframe")
{
case HOTKEY_WIREFRAME:
if (g_Renderer.GetModelRenderMode() == SOLID)
{
g_Renderer.SetTerrainRenderMode(EDGED_FACES);
@ -913,27 +914,32 @@ InReaction CGameView::HandleEvent(const SDL_Event_* ev)
g_Renderer.SetModelRenderMode(SOLID);
}
return IN_HANDLED;
}
// Mouse wheel must be treated using events instead of polling,
// because SDL auto-generates a sequence of mousedown/mouseup events
// and we never get to see the "down" state inside Update().
case HOTKEY_CAMERA_ZOOM_WHEEL_IN:
else if (hotkey == "camera.zoom.wheel.in")
{
m->Zoom.AddSmoothly(m->ViewZoomSpeedWheel);
return IN_HANDLED;
case HOTKEY_CAMERA_ZOOM_WHEEL_OUT:
}
else if (hotkey == "camera.zoom.wheel.out")
{
m->Zoom.AddSmoothly(-m->ViewZoomSpeedWheel);
return IN_HANDLED;
case HOTKEY_CAMERA_ROTATE_WHEEL_CW:
}
else if (hotkey == "camera.rotate.wheel.cw")
{
m->RotateY.AddSmoothly(m->ViewRotateYSpeedWheel);
return IN_HANDLED;
case HOTKEY_CAMERA_ROTATE_WHEEL_CCW:
}
else if (hotkey == "camera.rotate.wheel.ccw")
{
m->RotateY.AddSmoothly(-m->ViewRotateYSpeedWheel);
return IN_HANDLED;
case HOTKEY_CAMERA_RESET:
}
else if (hotkey == "camera.reset")
{
ResetCameraAngleZoom();
return IN_HANDLED;
}

View File

@ -75,18 +75,17 @@ InReaction CGUI::HandleEvent(const SDL_Event_* ev)
{
InReaction ret = IN_PASS;
if (ev->ev.type == SDL_GUIHOTKEYPRESS)
if (ev->ev.type == SDL_HOTKEYDOWN)
{
const CStr& objectName = *(CStr*) ev->ev.user.data1;
IGUIObject* object = FindObjectByName(objectName);
if (! object)
const char* hotkey = static_cast<const char*>(ev->ev.user.data1);
std::map<CStr, std::vector<IGUIObject*> >::iterator it = m_HotkeyObjects.find(hotkey);
if (it != m_HotkeyObjects.end())
{
LOG(CLogger::Error, LOG_CATEGORY, L"Cannot find hotkeyed object '%hs'", objectName.c_str());
}
else
{
object->HandleMessage( SGUIMessage( GUIM_PRESSED ) );
object->ScriptEvent("press");
for (size_t i = 0; i < it->second.size(); ++i)
{
it->second[i]->HandleMessage(SGUIMessage(GUIM_PRESSED));
it->second[i]->ScriptEvent("press");
}
}
}
@ -1226,7 +1225,7 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
// Attempt to register the hotkey tag, if one was provided
if (! hotkeyTag.empty())
HotkeyRegisterGuiObject(object->GetName(), hotkeyTag);
m_HotkeyObjects[hotkeyTag].push_back(object);
CStrW caption (Element.GetText());
if (! caption.empty())

View File

@ -651,6 +651,15 @@ private:
*/
std::map<CStr, ConstructObjectFunction> m_ObjectTypes;
/**
* Map from hotkey names to objects that listen to the hotkey.
* (This is an optimisation to avoid recursing over the whole GUI
* tree every time a hotkey is pressed).
* Currently this is only set at load time - dynamic changes to an
* object's hotkey property will be ignored.
*/
std::map<CStr, std::vector<IGUIObject*> > m_HotkeyObjects;
//--------------------------------------------------------
// Databases
//--------------------------------------------------------

View File

@ -79,7 +79,8 @@ InReaction CInput::ManuallyHandleEvent(const SDL_Event_* ev)
if (ev->ev.type == SDL_HOTKEYDOWN)
{
if (ev->ev.user.code == HOTKEY_CONSOLE_PASTE)
std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
if (hotkey == "console.paste")
{
wchar_t* text = sys_clipboard_get();
if (text)

View File

@ -37,8 +37,6 @@ CGUIManager* g_GUI = NULL;
// A lot of the CGUI data could (and should) be shared between
// multiple pages, instead of treating them as completely independent, to save
// memory and loading time.
//
// Hotkeys are not unregistered when a page is unloaded.
// called from main loop when (input) events are received.

View File

@ -43,7 +43,6 @@ template<> jsval ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, SDL_Event_
case SDL_MOUSEBUTTONUP: typeName = "mousebuttonup"; break;
case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break;
case SDL_HOTKEYUP: typeName = "hotkeyup"; break;
case SDL_GUIHOTKEYPRESS: typeName = "guihotkeypress"; break;
default: typeName = "(unknown)"; break;
}
@ -117,14 +116,7 @@ template<> jsval ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, SDL_Event_
case SDL_HOTKEYDOWN:
case SDL_HOTKEYUP:
{
CStr name = HotkeyGetName(val.ev.user.code);
SET(obj, "hotkey", name.c_str());
break;
}
case SDL_GUIHOTKEYPRESS:
{
CStr* name = static_cast<CStr*>(val.ev.user.data1);
SET(obj, "object", name->c_str());
SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1));
break;
}
}

View File

@ -100,26 +100,26 @@ static InReaction MainInputHandler(const SDL_Event_* ev)
break;
case SDL_HOTKEYDOWN:
switch(ev->ev.user.code)
std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
if (hotkey == "exit")
{
case HOTKEY_EXIT:
kill_mainloop();
return IN_HANDLED;
case HOTKEY_SCREENSHOT:
}
else if (hotkey == "screenshot")
{
WriteScreenshot(L".png");
return IN_HANDLED;
case HOTKEY_BIGSCREENSHOT:
}
else if (hotkey == "bigscreenshot")
{
WriteBigScreenshot(L".bmp", 10);
return IN_HANDLED;
case HOTKEY_TOGGLEFULLSCREEN:
}
else if (hotkey == "togglefullscreen")
{
g_VideoMode.ToggleFullscreen();
return IN_HANDLED;
default:
break;
}
break;
}

View File

@ -759,17 +759,19 @@ InReaction conInputHandler(const SDL_Event_* ev)
{
if( ev->ev.type == SDL_HOTKEYDOWN )
{
if( ev->ev.user.code == HOTKEY_CONSOLE_TOGGLE )
std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
if( hotkey == "console.toggle" )
{
g_Console->ToggleVisible();
return IN_HANDLED;
}
else if( ev->ev.user.code == HOTKEY_CONSOLE_COPY )
else if( hotkey == "console.copy" )
{
sys_clipboard_set( g_Console->GetBuffer() );
return IN_HANDLED;
}
else if( ev->ev.user.code == HOTKEY_CONSOLE_PASTE )
else if( hotkey == "console.paste" )
{
wchar_t* text = sys_clipboard_get();
if(text)
@ -794,7 +796,7 @@ InReaction conInputHandler(const SDL_Event_* ev)
// Stop unprintable characters (ctrl+, alt+ and escape),
// also prevent ` and/or ~ appearing in console every time it's toggled.
if( !isUnprintableChar(ev->ev.key.keysym) &&
!hotkeys[HOTKEY_CONSOLE_TOGGLE] )
!HotkeyIsPressed("console.toggle") )
g_Console->InsertChar(sym, (wchar_t)ev->ev.key.keysym.unicode );
return IN_PASS;

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -24,6 +24,8 @@
#include "Filesystem.h"
#include "scripting/ScriptingHost.h"
#include <boost/algorithm/string.hpp>
typedef std::map <CStr, CConfigValueSet> TConfigMap;
TConfigMap CConfigDB::m_Map[CFG_LAST];
CStrW CConfigDB::m_ConfigFile[CFG_LAST];
@ -213,7 +215,7 @@ CConfigValue *CConfigDB::GetValue(EConfigNamespace ns, const CStr& name)
return &( (*values)[0] );
}
CConfigValueSet *CConfigDB::GetValues(EConfigNamespace ns, const CStr& name )
CConfigValueSet *CConfigDB::GetValues(EConfigNamespace ns, const CStr& name)
{
if (ns < 0 || ns >= CFG_LAST)
{
@ -235,6 +237,34 @@ CConfigValueSet *CConfigDB::GetValues(EConfigNamespace ns, const CStr& name )
return( NULL );
}
std::vector<std::pair<CStr, CConfigValueSet> > CConfigDB::GetValuesWithPrefix(EConfigNamespace ns, const CStr& prefix)
{
std::vector<std::pair<CStr, CConfigValueSet> > ret;
if (ns < 0 || ns >= CFG_LAST)
{
debug_warn(L"CConfigDB: Invalid ns value");
return ret;
}
for (TConfigMap::iterator it = m_Map[CFG_COMMAND].begin(); it != m_Map[CFG_COMMAND].end(); ++it)
{
if (boost::algorithm::starts_with(it->first, prefix))
ret.push_back(std::make_pair(it->first, it->second));
}
for (int search_ns = ns; search_ns >= 0; search_ns--)
{
for (TConfigMap::iterator it = m_Map[search_ns].begin(); it != m_Map[search_ns].end(); ++it)
{
if (boost::algorithm::starts_with(it->first, prefix))
ret.push_back(std::make_pair(it->first, it->second));
}
}
return ret;
}
CConfigValue *CConfigDB::CreateValue(EConfigNamespace ns, const CStr& name)
{
if (ns < 0 || ns >= CFG_LAST)

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -83,57 +83,70 @@ public:
// the JS interface can be registered.
CConfigDB();
// GetValue()
// Attempt to find a config variable with the given name; will search all
// namespaces from system up to the specified namespace.
//
// Returns a pointer to the config value structure for the variable, or
// NULL if such a variable could not be found
/**
* Attempt to find a config variable with the given name; will search all
* namespaces from system up to the specified namespace.
*
* Returns a pointer to the config value structure for the variable, or
* NULL if such a variable could not be found
*/
CConfigValue *GetValue(EConfigNamespace ns, const CStr& name);
// GetValues()
// Attempt to retrieve a vector of values corresponding to the given setting;
// will search all namespaces from system up to the specified namespace.
//
// Returns a pointer to the vector, or NULL if the setting could not be found.
/**
* Attempt to retrieve a vector of values corresponding to the given setting;
* will search all namespaces from system up to the specified namespace.
*
* Returns a pointer to the vector, or NULL if the setting could not be found.
*/
CConfigValueSet *GetValues(EConfigNamespace ns, const CStr& name);
// CreateValue()
// Create a new config value in the specified namespace. If such a
// variable already exists, the old value is returned and the effect is
// exactly the same as that of GetValue()
//
// Returns a pointer to the value of the newly created config variable, or
// that of the already existing config variable.
/**
* Retrieve a vector of values corresponding to settings whose names begin
* with the given prefix;
* will search all namespaces from system up to the specified namespace.
*/
std::vector<std::pair<CStr, CConfigValueSet> > GetValuesWithPrefix(EConfigNamespace ns, const CStr& prefix);
/**
* Create a new config value in the specified namespace. If such a
* variable already exists, the old value is returned and the effect is
* exactly the same as that of GetValue()
*
* Returns a pointer to the value of the newly created config variable, or
* that of the already existing config variable.
*/
CConfigValue *CreateValue(EConfigNamespace ns, const CStr& name);
// SetConfigFile()
// Set the path to the config file used to populate the specified namespace
// Note that this function does not actually load the config file. Use
// the Reload() method if you want to read the config file at the same time.
//
// 'path': The path to the config file.
// VFS: relative to VFS root
// non-VFS: relative to current working directory (binaries/data/)
// 'useVFS': true if the path is a VFS path, false if it is a real path
/**
* Set the path to the config file used to populate the specified namespace
* Note that this function does not actually load the config file. Use
* the Reload() method if you want to read the config file at the same time.
*
* 'path': The path to the config file.
* VFS: relative to VFS root
* non-VFS: relative to current working directory (binaries/data/)
* 'useVFS': true if the path is a VFS path, false if it is a real path
*/
void SetConfigFile(EConfigNamespace ns, bool useVFS, const CStrW& path);
// Reload()
// Reload the config file associated with the specified config namespace
// (the last config file path set with SetConfigFile)
//
// Returns:
// true: if the reload succeeded,
// false: if the reload failed
/**
* Reload the config file associated with the specified config namespace
* (the last config file path set with SetConfigFile)
*
* Returns:
* true: if the reload succeeded,
* false: if the reload failed
*/
bool Reload(EConfigNamespace);
// WriteFile()
// Write the current state of the specified config namespace to the file
// specified by 'path'
//
// Returns:
// true: if the config namespace was successfully written to the file
// false: if an error occured
/**
* Write the current state of the specified config namespace to the file
* specified by 'path'
*
* Returns:
* true: if the config namespace was successfully written to the file
* false: if an error occurred
*/
bool WriteFile(EConfigNamespace ns, bool useVFS, const CStrW& path);
};

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -26,161 +26,51 @@
#include "ps/Globals.h"
#include "KeyName.h"
extern CConsole* g_Console;
static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
static bool unified[5];
/* SDL-type */
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
{
int mapsTo;
bool negation;
std::vector<int> requires;
SHotkeyMapping() : mapsTo(-1) {}
CStr name; // name of the hotkey
bool negated; // whether the primary key must be pressed (false) or unpressed (true)
std::vector<SKey> requires; // list of non-primary keys that must also be active
};
typedef std::vector<SHotkeyMapping> KeyMapping;
/**
* HK_MAX_KEYCODES: Global maximum number of keycodes, including our "fake" keycodes for
* mouse buttons and unified modifiers.
*/
const int HK_MAX_KEYCODES = UNIFIED_SUPER + 1;
// 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<int, KeyMapping> g_HotkeyMap;
// A mapping of keycodes onto sets of SDL event codes
static KeyMapping hotkeyMap[HK_MAX_KEYCODES];
// The current pressed status of hotkeys
std::map<std::string, bool> g_HotkeyStatus;
// An array of the status of virtual keys
bool hotkeys[HOTKEY_LAST];
struct SHotkeyInfo
{
int code;
const char* name;
int defaultmapping1, defaultmapping2;
};
// Will phase out the default shortcuts at sometime in the near future
// (or, failing that, will update them so they can do the tricky stuff
// the config file can.)
static SHotkeyInfo hotkeyInfo[] =
{
{ HOTKEY_EXIT, "exit", SDLK_ESCAPE, 0 },
{ HOTKEY_SCREENSHOT, "screenshot", SDLK_PRINT, 0 },
{ HOTKEY_BIGSCREENSHOT, "bigscreenshot", 0, 0 },
{ HOTKEY_WIREFRAME, "wireframe", SDLK_w, 0 },
{ HOTKEY_TOGGLEFULLSCREEN, "togglefullscreen", 0, 0 },
{ HOTKEY_CAMERA_RESET, "camera.reset", 0, 0 },
{ HOTKEY_CAMERA_FOLLOW, "camera.follow", 0, 0 },
{ HOTKEY_CAMERA_ZOOM_IN, "camera.zoom.in", SDLK_PLUS, SDLK_KP_PLUS },
{ HOTKEY_CAMERA_ZOOM_OUT, "camera.zoom.out", SDLK_MINUS, SDLK_KP_MINUS },
{ HOTKEY_CAMERA_ZOOM_WHEEL_IN, "camera.zoom.wheel.in", MOUSE_WHEELUP, 0 },
{ HOTKEY_CAMERA_ZOOM_WHEEL_OUT, "camera.zoom.wheel.out", MOUSE_WHEELDOWN, 0 },
{ HOTKEY_CAMERA_ROTATE_CW, "camera.rotate.cw", 0, 0 },
{ HOTKEY_CAMERA_ROTATE_CCW, "camera.rotate.ccw", 0, 0 },
{ HOTKEY_CAMERA_ROTATE_UP, "camera.rotate.up", 0, 0 },
{ HOTKEY_CAMERA_ROTATE_DOWN, "camera.rotate.down", 0, 0 },
{ HOTKEY_CAMERA_ROTATE_WHEEL_CW, "camera.rotate.wheel.cw", 0, 0 },
{ HOTKEY_CAMERA_ROTATE_WHEEL_CCW, "camera.rotate.wheel.ccw", 0, 0 },
{ HOTKEY_CAMERA_PAN, "camera.pan", MOUSE_MIDDLE, 0 },
{ HOTKEY_CAMERA_PAN_KEYBOARD, "camera.pan.keyboard", 0, 0 },
{ HOTKEY_CAMERA_LEFT, "camera.left", SDLK_LEFT, 0 },
{ HOTKEY_CAMERA_RIGHT, "camera.right", SDLK_RIGHT, 0 },
{ HOTKEY_CAMERA_UP, "camera.up", SDLK_UP, 0 },
{ HOTKEY_CAMERA_DOWN, "camera.down", SDLK_DOWN, 0 },
{ HOTKEY_CAMERA_CINEMA_ADD, "camera.cinema.add", SDLK_l, 0 },
{ HOTKEY_CAMERA_CINEMA_DELETE, "camera.cinema.delete", SDLK_u, 0 },
{ HOTKEY_CAMERA_CINEMA_DELETE_ALL, "camera.cinema.delete.all", SDLK_r, 0 },
{ HOTKEY_CAMERA_CINEMA_QUEUE, "camera.cinema.write", SDLK_i, 0},
{ HOTKEY_CONSOLE_TOGGLE, "console.toggle", SDLK_F1, 0 },
{ HOTKEY_CONSOLE_COPY, "console.copy", 0, 0 },
{ HOTKEY_CONSOLE_PASTE, "console.paste", 0, 0 },
{ HOTKEY_SELECTION_ADD, "selection.add", SDLK_LSHIFT, SDLK_RSHIFT },
{ HOTKEY_SELECTION_REMOVE, "selection.remove", SDLK_LCTRL, SDLK_RCTRL },
{ HOTKEY_SELECTION_GROUP_0, "selection.group.0", SDLK_0, 0, },
{ HOTKEY_SELECTION_GROUP_1, "selection.group.1", SDLK_1, 0, },
{ HOTKEY_SELECTION_GROUP_2, "selection.group.2", SDLK_2, 0, },
{ HOTKEY_SELECTION_GROUP_3, "selection.group.3", SDLK_3, 0, },
{ HOTKEY_SELECTION_GROUP_4, "selection.group.4", SDLK_4, 0, },
{ HOTKEY_SELECTION_GROUP_5, "selection.group.5", SDLK_5, 0, },
{ HOTKEY_SELECTION_GROUP_6, "selection.group.6", SDLK_6, 0, },
{ HOTKEY_SELECTION_GROUP_7, "selection.group.7", SDLK_7, 0, },
{ HOTKEY_SELECTION_GROUP_8, "selection.group.8", SDLK_8, 0, },
{ HOTKEY_SELECTION_GROUP_9, "selection.group.9", SDLK_9, 0, },
{ HOTKEY_SELECTION_GROUP_10, "selection.group.10", 0, 0, },
{ HOTKEY_SELECTION_GROUP_11, "selection.group.11", 0, 0, },
{ HOTKEY_SELECTION_GROUP_12, "selection.group.12", 0, 0, },
{ HOTKEY_SELECTION_GROUP_13, "selection.group.13", 0, 0, },
{ HOTKEY_SELECTION_GROUP_14, "selection.group.14", 0, 0, },
{ HOTKEY_SELECTION_GROUP_15, "selection.group.15", 0, 0, },
{ HOTKEY_SELECTION_GROUP_16, "selection.group.16", 0, 0, },
{ HOTKEY_SELECTION_GROUP_17, "selection.group.17", 0, 0, },
{ HOTKEY_SELECTION_GROUP_18, "selection.group.18", 0, 0, },
{ HOTKEY_SELECTION_GROUP_19, "selection.group.19", 0, 0, },
{ HOTKEY_SELECTION_GROUP_ADD, "selection.group.add", SDLK_LSHIFT, SDLK_RSHIFT },
{ HOTKEY_SELECTION_GROUP_SAVE, "selection.group.save", SDLK_LCTRL, SDLK_RCTRL },
{ HOTKEY_SELECTION_GROUP_SNAP, "selection.group.snap", SDLK_LALT, SDLK_RALT },
{ HOTKEY_SELECTION_SNAP, "selection.snap", SDLK_HOME, 0 },
{ HOTKEY_ORDER_QUEUE, "order.queue", SDLK_LSHIFT, SDLK_RSHIFT },
{ HOTKEY_CONTEXTORDER_NEXT, "contextorder.next", SDLK_RIGHTBRACKET, 0 },
{ HOTKEY_CONTEXTORDER_PREVIOUS, "contextorder.previous", SDLK_LEFTBRACKET, 0 },
{ HOTKEY_HIGHLIGHTALL, "highlightall", SDLK_o, 0 },
{ HOTKEY_PROFILE_TOGGLE, "profile.toggle", SDLK_F11, 0 },
{ HOTKEY_PROFILE_SAVE, "profile.save", 0, 0 },
{ HOTKEY_PLAYMUSIC, "playmusic", SDLK_p, 0 },
{ HOTKEY_PAUSE, "pause", SDLK_PAUSE, 0 },
{ HOTKEY_SPEED_INCREASE, "speed.increase", 0, 0 },
{ HOTKEY_SPEED_DECREASE, "speed.decrease", 0, 0 },
{ HOTKEY_KILL, "killUnit", 0, 0 },
{ HOTKEY_CHAT, "chat", 0, 0 }
};
/* SDL-type ends */
/* GUI-type */
struct SHotkeyMappingGui
{
CStr mapsTo;
bool negation;
std::vector<int> requires;
SHotkeyMappingGui() : mapsTo(-1) {}
};
typedef std::vector<SHotkeyMappingGui> GuiMapping;
// A mapping of keycodes onto sets of hotkey name strings (e.g. '[hotkey.]camera.reset')
static GuiMapping hotkeyMapGui[HK_MAX_KEYCODES];
typedef std::vector<CStr> GuiObjectList; // A list of GUI objects
typedef std::map<CStr,GuiObjectList> GuiHotkeyMap; // A mapping of name strings to lists of GUI objects that they trigger
static GuiHotkeyMap guiHotkeyMap;
// Look up a key binding in the config file and set the mappings for
// Look up each key binding in the config file and set the mappings for
// all key combinations that trigger it.
static void setBindings( const CStr& hotkeyName, int integerMapping = -1 )
static void LoadConfigBindings()
{
CConfigValueSet* binding = g_ConfigDB.GetValues( CFG_USER, CStr( "hotkey." ) + hotkeyName );
if( binding )
std::vector<std::pair<CStr, CConfigValueSet> > bindings = g_ConfigDB.GetValuesWithPrefix( CFG_USER, CStr( "hotkey." ));
CParser multikeyParser;
multikeyParser.InputTaskType( "multikey", "<[~$arg(_negate)]$value_+_>_[~$arg(_negate)]$value" );
for( std::vector<std::pair<CStr, CConfigValueSet> >::iterator bindingsIt = bindings.begin(); bindingsIt != bindings.end(); ++bindingsIt )
{
int mapping;
CConfigValueSet::iterator it;
CParser multikeyParser;
multikeyParser.InputTaskType( "multikey", "<[!$arg(_negate)][~$arg(_negate)]$value_+_>_[!$arg(_negate)][~$arg(_negate)]$value" );
std::string hotkeyName = bindingsIt->first.substr(7); // strip the "hotkey." prefix
// Iterate through the bindings for this event...
for( it = binding->begin(); it != binding->end(); it++ )
for( CConfigValueSet::iterator it = bindingsIt->second.begin(); it != bindingsIt->second.end(); ++it )
{
std::string hotkey;
if( it->GetString( hotkey ) )
{
std::vector<int> keyCombination;
std::vector<SKey> keyCombination;
CParserLine multikeyIdentifier;
multikeyIdentifier.ParseString( multikeyParser, hotkey );
@ -191,7 +81,7 @@ static void setBindings( const CStr& hotkeyName, int integerMapping = -1 )
for( size_t t = 0; t < multikeyIdentifier.GetArgCount(); t++ )
{
if( multikeyIdentifier.GetArgString( (int)t, hotkey ) )
{
if( hotkey == "_negate" )
@ -201,123 +91,81 @@ static void setBindings( const CStr& hotkeyName, int integerMapping = -1 )
}
// Attempt decode as key name
mapping = FindKeyCode( hotkey );
int mapping = FindKeyCode( hotkey );
// Attempt to decode as a negation of a keyname
// Yes, it's going a bit far, perhaps.
// Too powerful for most uses, probably.
// However, it got some hardcoding out of the engine.
// Thus it makes me happy.
if( !mapping )
if( !it->GetInt( mapping ) ) // Attempt decode as key code
{
LOG(CLogger::Warning, L"hotkey", L"Couldn't map '%hs'", hotkey.c_str() );
continue;
}
if( negateNext ) mapping |= HOTKEY_NEGATION_FLAG;
if( !mapping )
{
LOGWARNING(L"Hotkey mapping used invalid key '%hs'", hotkey.c_str() );
continue;
}
SKey key = { (SDLKey)mapping, negateNext };
keyCombination.push_back(key);
negateNext = false;
keyCombination.push_back( mapping );
}
}
std::vector<int>::iterator itKey, itKey2;
SHotkeyMapping bindCode;
SHotkeyMappingGui bindName;
std::vector<SKey>::iterator itKey, itKey2;
for( itKey = keyCombination.begin(); itKey != keyCombination.end(); itKey++ )
{
bindName.mapsTo = hotkeyName;
bindName.negation = ( ( *itKey & HOTKEY_NEGATION_FLAG ) ? true : false );
bindName.requires.clear();
if( integerMapping != -1 )
{
bindCode.mapsTo = integerMapping;
bindCode.negation = ( ( *itKey & HOTKEY_NEGATION_FLAG ) ? true : false );
bindCode.requires.clear();
}
SHotkeyMapping bindCode;
bindCode.name = hotkeyName;
bindCode.negated = itKey->negated;
for( itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); itKey2++ )
{
// Push any auxiliary keys.
if( itKey != itKey2 )
{
bindName.requires.push_back( *itKey2 );
if( integerMapping != -1 )
bindCode.requires.push_back( *itKey2 );
}
bindCode.requires.push_back( *itKey2 );
}
hotkeyMapGui[*itKey & ~HOTKEY_NEGATION_FLAG].push_back( bindName );
if( integerMapping != -1 )
hotkeyMap[*itKey & ~HOTKEY_NEGATION_FLAG].push_back( bindCode );
g_HotkeyMap[itKey->code].push_back( bindCode );
}
}
}
}
else if( integerMapping != -1 )
{
SHotkeyMapping bind[2];
bind[0].mapsTo = integerMapping;
bind[1].mapsTo = integerMapping;
bind[0].requires.clear();
bind[1].requires.clear();
bind[0].negation = false;
bind[1].negation = false;
hotkeyMap[ hotkeyInfo[integerMapping].defaultmapping1 ].push_back( bind[0] );
if( hotkeyInfo[integerMapping].defaultmapping2 )
hotkeyMap[ hotkeyInfo[integerMapping].defaultmapping2 ].push_back( bind[1] );
}
}
void LoadHotkeys()
{
InitKeyNameMap();
for(int i = 0; i < HOTKEY_LAST; i++ )
setBindings( hotkeyInfo[i].name, i );
LoadConfigBindings();
// Set up the state of the hotkeys given no key is down.
// i.e. find those hotkeys triggered by all negations.
std::vector<SHotkeyMapping>::iterator it;
std::vector<int>::iterator j;
bool allNegated;
for(int i = 1; i < HK_MAX_KEYCODES; i++ )
for( std::map<int, KeyMapping>::iterator mapIt = g_HotkeyMap.begin(); mapIt != g_HotkeyMap.end(); ++mapIt )
{
for( it = hotkeyMap[i].begin(); it != hotkeyMap[i].end(); it++ )
KeyMapping& hotkeyMap = mapIt->second;
for( std::vector<SHotkeyMapping>::iterator it = hotkeyMap.begin(); it != hotkeyMap.end(); it++ )
{
if( !it->negation )
if( !it->negated )
continue;
allNegated = true;
bool allNegated = true;
for( j = it->requires.begin(); j != it->requires.end(); j++ )
if( !( *j & HOTKEY_NEGATION_FLAG ) )
for( std::vector<SKey>::iterator j = it->requires.begin(); j != it->requires.end(); j++ )
if( !j->negated )
allNegated = false;
debug_assert((size_t)it->mapsTo < ARRAY_SIZE(hotkeys));
if( allNegated )
hotkeys[it->mapsTo] = true;
g_HotkeyStatus[it->name] = true;
}
}
}
void HotkeyRegisterGuiObject( const CStr& objName, const CStr& hotkeyName )
{
GuiObjectList& boundTo = guiHotkeyMap[hotkeyName];
if( boundTo.empty() )
{
// Load keybindings from the config file
setBindings( hotkeyName );
}
boundTo.push_back( objName );
}
InReaction HotkeyInputHandler( const SDL_Event_* ev )
{
int keycode = 0;
@ -377,11 +225,15 @@ InReaction HotkeyInputHandler( const SDL_Event_* ev )
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 printable or control keys
// while the console is up. (But allow multiple-key - 'Ctrl+F' events, and whatever
// key toggles the console.)
bool consoleCapture = false, isCapturable;
bool consoleCapture = false;
if( g_Console->IsActive() && (
( keycode == 8 ) || ( keycode == 9 ) || ( keycode == 13 ) || /* Editing */
@ -390,11 +242,6 @@ InReaction HotkeyInputHandler( const SDL_Event_* ev )
( keycode != SDLK_INSERT ) ) ) ) /* keys (<282) except insert */
consoleCapture = true;
std::vector<SHotkeyMapping>::iterator it;
std::vector<SHotkeyMappingGui>::iterator itGUI;
SDL_Event hotkeyNotification;
// 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.
@ -409,66 +256,53 @@ InReaction HotkeyInputHandler( const SDL_Event_* ev )
// -- KEYDOWN SECTION --
// SDL-events bit
size_t closestMap = 0; // avoid "uninitialized" warning
const char* closestMapName = NULL;
size_t closestMapMatch = 0;
for( it = hotkeyMap[keycode].begin(); it < hotkeyMap[keycode].end(); it++ )
for( std::vector<SHotkeyMapping>::iterator it = g_HotkeyMap[keycode].begin(); it < g_HotkeyMap[keycode].end(); it++ )
{
// If a key has been pressed, and this event triggers on it's release, skip it.
// Similarly, if the key's been released and the event triggers on a keypress, skip it.
if( it->negation == typeKeyDown )
if( it->negated == typeKeyDown )
continue;
// Check to see if all auxiliary keys are down
std::vector<int>::iterator itKey;
bool accept = true;
isCapturable = true;
bool isCapturable = true;
for( itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
{
int keyCode = *itKey & ~HOTKEY_NEGATION_FLAG; // Clear the negation-modifier bit
bool rqdState = ( *itKey & HOTKEY_NEGATION_FLAG ) == 0;
bool rqdState = !itKey->negated;
// debug_assert( !rqdState );
if( keyCode < SDLK_LAST )
if( (int)itKey->code < SDLK_LAST )
{
if( g_keys[keyCode] != rqdState ) accept = false;
if( g_keys[itKey->code] != rqdState ) accept = false;
}
else if( keyCode < UNIFIED_SHIFT )
else if( (int)itKey->code < UNIFIED_SHIFT )
{
if( g_mouse_buttons[keyCode-SDLK_LAST] != rqdState ) accept = false;
if( g_mouse_buttons[itKey->code - SDLK_LAST] != rqdState ) accept = false;
}
else if( (size_t)(keyCode-UNIFIED_SHIFT) < ARRAY_SIZE(unified) )
else if( (int)itKey->code < UNIFIED_LAST )
{
if( unified[keyCode-UNIFIED_SHIFT] != rqdState ) accept = false;
}
else
{
debug_printf(L"keyCode = %i\n", keyCode);
debug_warn(L"keyCode out of range in GUI hotkey requirements");
if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
}
// If this event requires a multiple keypress (with the exception
// of shift+key combinations) the console won't inhibit it.
if( rqdState && ( *itKey != SDLK_RSHIFT ) && ( *itKey != SDLK_LSHIFT ) )
if( rqdState && ( itKey->code != SDLK_RSHIFT ) && ( itKey->code != SDLK_LSHIFT ) )
isCapturable = false;
}
if( it->mapsTo == HOTKEY_CONSOLE_TOGGLE ) isCapturable = false; // Because that would be silly.
if( it->name == "console.toggle" ) isCapturable = false; // Because that would be silly.
debug_assert((size_t)it->mapsTo < ARRAY_SIZE(hotkeys));
if( accept && !( isCapturable && consoleCapture ) )
{
hotkeys[it->mapsTo] = true;
g_HotkeyStatus[it->name] = true;
if( it->requires.size() >= closestMapMatch )
{
// Only if it's a more precise match, and it either isn't capturable or the console won't capture it.
closestMap = it->mapsTo;
closestMapName = it->name.c_str();
closestMapMatch = it->requires.size() + 1;
}
}
@ -476,125 +310,51 @@ InReaction HotkeyInputHandler( const SDL_Event_* ev )
if( closestMapMatch )
{
SDL_Event hotkeyNotification;
hotkeyNotification.type = SDL_HOTKEYDOWN;
hotkeyNotification.user.code = (int)closestMap;
hotkeyNotification.user.data1 = const_cast<char*>(closestMapName);
SDL_PushEvent( &hotkeyNotification );
}
// GUI bit... could do with some optimization later.
CStr closestMapName = -1;
closestMapMatch = 0;
for( itGUI = hotkeyMapGui[keycode].begin(); itGUI != hotkeyMapGui[keycode].end(); itGUI++ )
{
// If a key has been pressed, and this event triggers on it's release, skip it.
// Similarly, if the key's been released and the event triggers on a keypress, skip it.
if( itGUI->negation == typeKeyDown )
continue;
// Check to see if all auxiliary keys are down
std::vector<int>::iterator itKey;
bool accept = true;
isCapturable = true;
for( itKey = itGUI->requires.begin(); itKey != itGUI->requires.end(); itKey++ )
{
int keyCode = *itKey & ~HOTKEY_NEGATION_FLAG; // Clear the negation-modifier bit
bool rqdState = ( *itKey & HOTKEY_NEGATION_FLAG ) == 0;
if( keyCode < SDLK_LAST )
{
if( g_keys[keyCode] != rqdState ) accept = false;
}
else if( keyCode < UNIFIED_SHIFT )
{
if( g_mouse_buttons[keyCode-SDLK_LAST] != rqdState ) accept = false;
}
else if( (size_t)(keyCode-UNIFIED_SHIFT) < ARRAY_SIZE(unified) )
{
if( unified[keyCode-UNIFIED_SHIFT] != rqdState ) accept = false;
}
else
{
debug_printf(L"keyCode = %i\n", keyCode);
debug_warn(L"keyCode out of range in GUI hotkey requirements");
}
// If this event requires a multiple keypress (with the exception
// of shift+key combinations) the console won't inhibit it.
if( rqdState && ( *itKey != SDLK_RSHIFT ) && ( *itKey != SDLK_LSHIFT ) )
isCapturable = false;
}
if( accept && !( isCapturable && consoleCapture ) )
{
if( itGUI->requires.size() >= closestMapMatch )
{
closestMapName = itGUI->mapsTo;
closestMapMatch = itGUI->requires.size() + 1;
}
}
}
// GUI-objects bit
// This fragment is an obvious candidate for rewriting when speed becomes an issue.
if( closestMapMatch )
{
GuiHotkeyMap::iterator map_it;
GuiObjectList::iterator obj_it;
map_it = guiHotkeyMap.find( closestMapName );
if( map_it != guiHotkeyMap.end() )
{
GuiObjectList& targets = map_it->second;
for( obj_it = targets.begin(); obj_it != targets.end(); obj_it++ )
{
hotkeyNotification.type = SDL_GUIHOTKEYPRESS;
hotkeyNotification.user.data1 = &(*obj_it);
SDL_PushEvent( &hotkeyNotification );
}
}
}
// -- KEYUP SECTION --
for( it = hotkeyMap[keycode].begin(); it < hotkeyMap[keycode].end(); it++ )
for( std::vector<SHotkeyMapping>::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->negation != typeKeyDown )
if( it->negated != typeKeyDown )
continue;
// Check to see if all auxiliary keys are down
std::vector<int>::iterator itKey;
bool accept = true;
for( itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
{
if( *itKey < SDLK_LAST )
bool rqdState = !itKey->negated;
if( (int)itKey->code < SDLK_LAST )
{
if( !g_keys[*itKey] ) accept = false;
if( g_keys[itKey->code] != rqdState ) accept = false;
}
else if( *itKey < UNIFIED_SHIFT )
else if( (int)itKey->code < UNIFIED_SHIFT )
{
if( !g_mouse_buttons[(*itKey)-SDLK_LAST] ) accept = false;
if( g_mouse_buttons[itKey->code - SDLK_LAST] != rqdState ) accept = false;
}
else if( *itKey < HOTKEY_NEGATION_FLAG )
else if( (int)itKey->code < UNIFIED_LAST )
{
if( !unified[(*itKey)-UNIFIED_SHIFT] ) accept = false;
if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
}
}
debug_assert((size_t)it->mapsTo < ARRAY_SIZE(hotkeys));
if( accept )
{
hotkeys[it->mapsTo] = false;
g_HotkeyStatus[it->name] = false;
SDL_Event hotkeyNotification;
hotkeyNotification.type = SDL_HOTKEYUP;
hotkeyNotification.user.code = it->mapsTo;
hotkeyNotification.user.data1 = const_cast<char*>(it->name.c_str());
SDL_PushEvent( &hotkeyNotification );
}
}
@ -602,23 +362,7 @@ InReaction HotkeyInputHandler( const SDL_Event_* ev )
return( IN_PASS );
}
CStr HotkeyGetName(int hotkey)
{
if (hotkey < 0 || hotkey >= HOTKEY_LAST)
return "";
return hotkeyInfo[hotkey].name;
}
bool HotkeyRespondsTo(int hotkey, int sdlkey)
{
for (KeyMapping::iterator it = hotkeyMap[sdlkey].begin(); it != hotkeyMap[sdlkey].end(); ++it)
if (it->mapsTo == hotkey)
return true;
return false;
}
bool HotkeyIsPressed(const CStr& keyname)
{
return hotkeys[FindKeyCode(keyname)];
return g_HotkeyStatus[keyname];
}

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -15,25 +15,20 @@
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef PS_HOTKEY_H
#define PS_HOTKEY_H
#ifndef INCLUDED_HOTKEY
#define INCLUDED_HOTKEY
// Hotkey.h
//
// Constant definitions and a couple of exports for the hotkey processor
//
// Hotkeys can be mapped onto SDL events (for use internal to the engine),
// or used to trigger activation of GUI buttons.
//
// Adding a hotkey (SDL event type):
//
// - Define your constant in the enum, just below;
// - Add an entry to hotkeyInfo[], in Hotkey.cpp
// first column is this constant, second is the config string (minus 'hotkey.') it maps to
// third and fourth are the default keys, used if the config file doesn't contain that string.
// - Create an input handler for SDL_HOTKEYDOWN, SDL_HOTKEYUP, or poll the hotkeys[] array.
// For SDL_HOTKEYDOWN, SDL_HOTKEYUP, the constant is passed in as ev->ev.user.code.
// - Add some bindings to the config file.
/**
* @file
* Hotkey system.
*
* Hotkeys consist of a name (an arbitrary string), and a key mapping.
* The names and mappings are loaded from the config system (any
* config setting with the name prefix "hotkey.").
* When a hotkey is pressed or released, SDL_HOTKEYDOWN and SDL_HOTKEYUP
* events are triggered, with the hotkey name stored in ev.user.data1
* as a const char*.
*/
#include "CStr.h"
#include "lib/input.h"
@ -45,105 +40,10 @@
const int SDL_HOTKEYDOWN = SDL_USEREVENT;
const int SDL_HOTKEYUP = SDL_USEREVENT + 1;
const int SDL_GUIHOTKEYPRESS = SDL_USEREVENT + 2;
enum
{
HOTKEY_EXIT,
HOTKEY_SCREENSHOT,
HOTKEY_BIGSCREENSHOT,
HOTKEY_WIREFRAME,
HOTKEY_TOGGLEFULLSCREEN,
HOTKEY_CAMERA_RESET,
HOTKEY_CAMERA_FOLLOW,
HOTKEY_CAMERA_ZOOM_IN,
HOTKEY_CAMERA_ZOOM_OUT,
HOTKEY_CAMERA_ZOOM_WHEEL_IN,
HOTKEY_CAMERA_ZOOM_WHEEL_OUT,
HOTKEY_CAMERA_ROTATE_CW,
HOTKEY_CAMERA_ROTATE_CCW,
HOTKEY_CAMERA_ROTATE_UP,
HOTKEY_CAMERA_ROTATE_DOWN,
HOTKEY_CAMERA_ROTATE_WHEEL_CW,
HOTKEY_CAMERA_ROTATE_WHEEL_CCW,
HOTKEY_CAMERA_PAN,
HOTKEY_CAMERA_PAN_KEYBOARD,
HOTKEY_CAMERA_LEFT,
HOTKEY_CAMERA_RIGHT,
HOTKEY_CAMERA_UP,
HOTKEY_CAMERA_DOWN,
HOTKEY_CAMERA_CINEMA_ADD,
HOTKEY_CAMERA_CINEMA_DELETE,
HOTKEY_CAMERA_CINEMA_DELETE_ALL,
HOTKEY_CAMERA_CINEMA_QUEUE,
HOTKEY_CONSOLE_TOGGLE,
HOTKEY_CONSOLE_COPY,
HOTKEY_CONSOLE_PASTE,
HOTKEY_SELECTION_ADD,
HOTKEY_SELECTION_REMOVE,
HOTKEY_SELECTION_GROUP_0,
HOTKEY_SELECTION_GROUP_1,
HOTKEY_SELECTION_GROUP_2,
HOTKEY_SELECTION_GROUP_3,
HOTKEY_SELECTION_GROUP_4,
HOTKEY_SELECTION_GROUP_5,
HOTKEY_SELECTION_GROUP_6,
HOTKEY_SELECTION_GROUP_7,
HOTKEY_SELECTION_GROUP_8,
HOTKEY_SELECTION_GROUP_9,
HOTKEY_SELECTION_GROUP_10,
HOTKEY_SELECTION_GROUP_11,
HOTKEY_SELECTION_GROUP_12,
HOTKEY_SELECTION_GROUP_13,
HOTKEY_SELECTION_GROUP_14,
HOTKEY_SELECTION_GROUP_15,
HOTKEY_SELECTION_GROUP_16,
HOTKEY_SELECTION_GROUP_17,
HOTKEY_SELECTION_GROUP_18,
HOTKEY_SELECTION_GROUP_19,
HOTKEY_SELECTION_GROUP_ADD,
HOTKEY_SELECTION_GROUP_SAVE,
HOTKEY_SELECTION_GROUP_SNAP,
HOTKEY_SELECTION_SNAP,
HOTKEY_ORDER_QUEUE,
HOTKEY_CONTEXTORDER_NEXT,
HOTKEY_CONTEXTORDER_PREVIOUS,
HOTKEY_HIGHLIGHTALL,
HOTKEY_PROFILE_TOGGLE,
HOTKEY_PROFILE_SAVE,
HOTKEY_PLAYMUSIC,
HOTKEY_PAUSE,
HOTKEY_SPEED_INCREASE,
HOTKEY_SPEED_DECREASE,
HOTKEY_KILL,
HOTKEY_CHAT,
HOTKEY_LAST,
HOTKEY_NEGATION_FLAG = 65536
};
extern void LoadHotkeys();
extern InReaction HotkeyInputHandler(const SDL_Event_* ev);
extern void HotkeyRegisterGuiObject(const CStr& objName, const CStr& hotkeyName);
/**
* @return the name of the specified HOTKEY_*, or empty string if not defined
**/
extern CStr HotkeyGetName(int hotkey);
/**
* @return whether the specified HOTKEY_* responds to the specified SDLK_*
* (mainly for the screenshot system to know whether it needs to override
* the printscreen screen). Ignores modifier keys.
**/
extern bool HotkeyRespondsTo(int hotkey, int sdlkey);
/**
* @return whether one of the key combinations for the given hotkey is pressed
**/
extern bool HotkeyIsPressed(const CStr& keyname);
extern bool hotkeys[HOTKEY_LAST];
#endif // PS_HOTKEY_H
#endif // INCLUDED_HOTKEY

View File

@ -40,7 +40,8 @@ enum {
UNIFIED_CTRL,
UNIFIED_ALT,
UNIFIED_META,
UNIFIED_SUPER
UNIFIED_SUPER,
UNIFIED_LAST
};
#endif // #ifndef INCLUDED_KEYNAME

View File

@ -286,7 +286,9 @@ InReaction CProfileViewer::Input(const SDL_Event_* ev)
break;
}
case SDL_HOTKEYDOWN:
if( ev->ev.user.code == HOTKEY_PROFILE_TOGGLE )
std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
if( hotkey == "profile.toggle" )
{
if (!m->profileVisible)
{
@ -319,7 +321,7 @@ InReaction CProfileViewer::Input(const SDL_Event_* ev)
}
return( IN_HANDLED );
}
else if( ev->ev.user.code == HOTKEY_PROFILE_SAVE )
else if( hotkey == "profile.save" )
{
SaveToFile();
return( IN_HANDLED );