/* Copyright (C) 2021 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 . */ #ifndef INCLUDED_HOTKEY #define INCLUDED_HOTKEY /** * @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 one SDL_HOTKEYPRESS is triggered. While the key is * kept down repeated SDL_HOTKEYDOWN events are triggered at an interval * determined by the OS. When a hotkey is released an SDL_HOTKEYUP event is * triggered. All with the hotkey name stored in ev.user.data1 as a const char*. */ #include "CStr.h" #include "lib/input.h" #include #include // SDL_Scancode is an enum, we'll use an explicit int to avoid including SDL in this header. using SDL_Scancode_ = int; // 0x8000 is SDL_USEREVENT, this is static_asserted in Hotkey.cpp // We do this to avoid including SDL in this header. const uint SDL_USEREVENT_ = 0x8000; const uint SDL_HOTKEYPRESS = SDL_USEREVENT_; const uint SDL_HOTKEYDOWN = SDL_USEREVENT_ + 1; const uint SDL_HOTKEYUP = SDL_USEREVENT_ + 2; const uint SDL_HOTKEYPRESS_SILENT = SDL_USEREVENT_ + 3; const uint SDL_HOTKEYUP_SILENT = SDL_USEREVENT_ + 4; constexpr SDL_Scancode_ UNUSED_HOTKEY_CODE = 0; // == SDL_SCANCODE_UNKNOWN struct SKey { SDL_Scancode_ code; // scancode or MOUSE_ or UNIFIED_ value bool operator<(const SKey& o) const { return code < o.code; } bool operator==(const SKey& o) const { return code == o.code; } }; // Hotkey data associated with an externally-specified 'primary' keycode struct SHotkeyMapping { CStr name; // name of the hotkey SKey primary; // the primary key std::vector requires; // list of non-primary keys that must also be active }; typedef std::vector KeyMapping; // A mapping of scancodes 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.) extern std::unordered_map g_HotkeyMap; class CConfigDB; extern void LoadHotkeys(CConfigDB& configDB); extern void UnloadHotkeys(); /** * Updates g_HotkeyMap. */ extern InReaction HotkeyStateChange(const SDL_Event_* ev); /** * Detects hotkeys that should fire. This allows using EventWillFireHotkey, * (and then possibly preventing those hotkeys from firing by handling the event). */ extern InReaction HotkeyInputPrepHandler(const SDL_Event_* ev); /** * Actually fires hotkeys. */ extern InReaction HotkeyInputActualHandler(const SDL_Event_* ev); /** * @return whether the event @param ev will fire the hotkey @param keyname. */ extern bool EventWillFireHotkey(const SDL_Event_* ev, const CStr& keyname); /** * Resets all currently active hotkeys (and clears in-flight hotkeys). * You should call this when something grabs key input, e.g. an input box, * as those prevent keydown/keyup messages from reaching the hotkey system, * and can lead to hotkeys being stuck active. * NB: active hotkeys are released immediately and "HotkeyUp" message sent. */ extern void ResetActiveHotkeys(); /** * @return whether the hotkey is currently pressed (i.e. active). */ extern bool HotkeyIsPressed(const CStr& keyname); #endif // INCLUDED_HOTKEY