0ad/source/ps/Hotkey.cpp
Ykkrosh d7a243343d Add per-turn counts to profiler, as well as per-frame.
Remove percent-of-parent and percent-of-frame timings since they're not
particularly useful.
Simplify profiler update code by using RingBuf.
Handle profiler keys via character codes rather than keysyms, to
hopefully work with different keyboard layouts.
Make console intercept all keys, to stop digits, shift-D, etc having
unexpected side-effects.
Disable console copy/paste when console is inactive.

This was SVN commit r8960.
2011-02-20 20:50:26 +00:00

372 lines
11 KiB
C++

/* 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
* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Hotkey.h"
#include "lib/input.h"
#include "ConfigDB.h"
#include "CLogger.h"
#include "CConsole.h"
#include "CStr.h"
#include "ps/Globals.h"
#include "KeyName.h"
static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
struct SKey
{
SDLKey code; // keycode or MOUSE_ or UNIFIED_ value
bool negated; // whether the key must be pressed (false) or unpressed (true)
};
// Hotkey data associated with an externally-specified 'primary' keycode
struct SHotkeyMapping
{
CStr name; // name of the hotkey
bool negated; // whether the primary key must be pressed (false) or unpressed (true)
std::vector<SKey> requires; // list of non-primary keys that must also be active
};
typedef std::vector<SHotkeyMapping> KeyMapping;
// A mapping of keycodes onto the hotkeys that are associated with that key.
// (A hotkey triggered by a combination of multiple keys will be in this map
// multiple times.)
static std::map<int, KeyMapping> g_HotkeyMap;
// The current pressed status of hotkeys
std::map<std::string, bool> g_HotkeyStatus;
// Look up each key binding in the config file and set the mappings for
// all key combinations that trigger it.
static void LoadConfigBindings()
{
std::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 )
{
std::string hotkeyName = bindingsIt->first.substr(7); // strip the "hotkey." prefix
for( CConfigValueSet::iterator it = bindingsIt->second.begin(); it != bindingsIt->second.end(); ++it )
{
std::string hotkey;
if( it->GetString( hotkey ) )
{
std::vector<SKey> keyCombination;
CParserLine multikeyIdentifier;
multikeyIdentifier.ParseString( multikeyParser, hotkey );
// Iterate through multiple-key bindings (e.g. Ctrl+I)
bool negateNext = false;
for( size_t t = 0; t < multikeyIdentifier.GetArgCount(); t++ )
{
if( multikeyIdentifier.GetArgString( (int)t, hotkey ) )
{
if( hotkey == "_negate" )
{
negateNext = true;
continue;
}
// Attempt decode as key name
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 )
{
LOGWARNING(L"Hotkey mapping used invalid key '%hs'", hotkey.c_str() );
continue;
}
SKey key = { (SDLKey)mapping, negateNext };
keyCombination.push_back(key);
negateNext = false;
}
}
std::vector<SKey>::iterator itKey, itKey2;
for( itKey = keyCombination.begin(); itKey != keyCombination.end(); itKey++ )
{
SHotkeyMapping bindCode;
bindCode.name = hotkeyName;
bindCode.negated = itKey->negated;
for( itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); itKey2++ )
{
// Push any auxiliary keys.
if( itKey != itKey2 )
bindCode.requires.push_back( *itKey2 );
}
g_HotkeyMap[itKey->code].push_back( bindCode );
}
}
}
}
}
void LoadHotkeys()
{
InitKeyNameMap();
LoadConfigBindings();
// Set up the state of the hotkeys given no key is down.
// i.e. find those hotkeys triggered by all negations.
for( std::map<int, KeyMapping>::iterator mapIt = g_HotkeyMap.begin(); mapIt != g_HotkeyMap.end(); ++mapIt )
{
KeyMapping& hotkeyMap = mapIt->second;
for( std::vector<SHotkeyMapping>::iterator it = hotkeyMap.begin(); it != hotkeyMap.end(); it++ )
{
if( !it->negated )
continue;
bool allNegated = true;
for( std::vector<SKey>::iterator j = it->requires.begin(); j != it->requires.end(); j++ )
if( !j->negated )
allNegated = false;
if( allNegated )
g_HotkeyStatus[it->name] = true;
}
}
}
InReaction HotkeyInputHandler( const SDL_Event_* ev )
{
int keycode = 0;
switch( ev->ev.type )
{
case SDL_KEYDOWN:
case SDL_KEYUP:
keycode = (int)ev->ev.key.keysym.sym;
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
#if SDL_VERSION_ATLEAST(1, 2, 13)
if ((int)ev->ev.button.button <= SDL_BUTTON_X2)
#else
if ((int)ev->ev.button.button <= SDL_BUTTON_WHEELDOWN)
#endif
{
keycode = SDLK_LAST + (int)ev->ev.button.button;
break;
}
// fall through
default:
return IN_PASS;
}
// Somewhat hackish:
// Create phantom 'unified-modifier' events when left- or right- modifier keys are pressed
// Just send them to this handler; don't let the imaginary event codes leak back to real SDL.
SDL_Event_ phantom;
phantom.ev.type = ( ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ) ) ? SDL_KEYDOWN : SDL_KEYUP;
if( ( keycode == SDLK_LSHIFT ) || ( keycode == SDLK_RSHIFT ) )
{
phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_SHIFT;
unified[0] = ( phantom.ev.type == SDL_KEYDOWN );
HotkeyInputHandler( &phantom );
}
else if( ( keycode == SDLK_LCTRL ) || ( keycode == SDLK_RCTRL ) )
{
phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_CTRL;
unified[1] = ( phantom.ev.type == SDL_KEYDOWN );
HotkeyInputHandler( &phantom );
}
else if( ( keycode == SDLK_LALT ) || ( keycode == SDLK_RALT ) )
{
phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_ALT;
unified[2] = ( phantom.ev.type == SDL_KEYDOWN );
HotkeyInputHandler( &phantom );
}
else if( ( keycode == SDLK_LMETA ) || ( keycode == SDLK_RMETA ) )
{
phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_META;
unified[3] = ( phantom.ev.type == SDL_KEYDOWN );
HotkeyInputHandler( &phantom );
}
else if( ( keycode == SDLK_LSUPER ) || ( keycode == SDLK_RSUPER ) )
{
phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_SUPER;
unified[4] = ( phantom.ev.type == SDL_KEYDOWN );
HotkeyInputHandler( &phantom );
}
// Check whether we have any hotkeys registered for this particular keycode
if( g_HotkeyMap.find(keycode) == g_HotkeyMap.end() )
return( IN_PASS );
// Inhibit the dispatch of hotkey events caused by real keys (not fake mouse button
// events) while the console is up.
bool consoleCapture = false;
if( g_Console->IsActive() && keycode < SDLK_LAST )
consoleCapture = true;
// Here's an interesting bit:
// If you have an event bound to, say, 'F', and another to, say, 'Ctrl+F', pressing
// 'F' while control is down would normally fire off both.
// To avoid this, set the modifier keys for /all/ events this key would trigger
// (Ctrl, for example, is both group-save and bookmark-save)
// but only send a HotkeyDown event for the event with bindings most precisely
// matching the conditions (i.e. the event with the highest number of auxiliary
// keys, providing they're all down)
bool typeKeyDown = ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN );
// -- KEYDOWN SECTION --
std::vector<const char*> closestMapNames;
size_t closestMapMatch = 0;
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 its release, skip it.
// Similarly, if the key's been released and the event triggers on a keypress, skip it.
if( it->negated == typeKeyDown )
continue;
// Check to see if all auxiliary keys are down
bool accept = true;
for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
{
bool rqdState = !itKey->negated;
if( (int)itKey->code < SDLK_LAST )
{
if( g_keys[itKey->code] != rqdState ) accept = false;
}
else if( (int)itKey->code < UNIFIED_SHIFT )
{
if( g_mouse_buttons[itKey->code - SDLK_LAST] != rqdState ) accept = false;
}
else if( (int)itKey->code < UNIFIED_LAST )
{
if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
}
}
if( accept && !( consoleCapture && it->name != "console.toggle" ) )
{
// Tentatively set status to un-pressed, since it may be overridden by
// a closer match. (The closest matches will be set to pressed later.)
g_HotkeyStatus[it->name] = false;
// Check if this is an equally precise or more precise match
if( it->requires.size() + 1 >= closestMapMatch )
{
// Check if more precise
if( it->requires.size() + 1 > closestMapMatch )
{
// Throw away the old less-precise matches
closestMapNames.clear();
closestMapMatch = it->requires.size() + 1;
}
closestMapNames.push_back(it->name.c_str());
}
}
}
for (size_t i = 0; i < closestMapNames.size(); ++i)
{
g_HotkeyStatus[closestMapNames[i]] = true;
SDL_Event hotkeyNotification;
hotkeyNotification.type = SDL_HOTKEYDOWN;
hotkeyNotification.user.data1 = const_cast<char*>(closestMapNames[i]);
SDL_PushEvent(&hotkeyNotification);
}
// -- KEYUP SECTION --
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->negated != typeKeyDown )
continue;
// Check to see if all auxiliary keys are down
bool accept = true;
for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
{
bool rqdState = !itKey->negated;
if( (int)itKey->code < SDLK_LAST )
{
if( g_keys[itKey->code] != rqdState ) accept = false;
}
else if( (int)itKey->code < UNIFIED_SHIFT )
{
if( g_mouse_buttons[itKey->code - SDLK_LAST] != rqdState ) accept = false;
}
else if( (int)itKey->code < UNIFIED_LAST )
{
if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
}
}
if( accept )
{
g_HotkeyStatus[it->name] = false;
SDL_Event hotkeyNotification;
hotkeyNotification.type = SDL_HOTKEYUP;
hotkeyNotification.user.data1 = const_cast<char*>(it->name.c_str());
SDL_PushEvent( &hotkeyNotification );
}
}
return( IN_PASS );
}
bool HotkeyIsPressed(const CStr& keyname)
{
return g_HotkeyStatus[keyname];
}