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forked from 0ad/0ad
0ad/source/ps/Hotkey.cpp
wraitii 3d7784d2af Try to recognise unknown hotkey mappings using SDL2.
This improves our international keyboard until we completely rework the
hotkey system which seems to be quite legacy at this point.

Reviewed by Itms.
Differential Revision: https://code.wildfiregames.com/D303
This was SVN commit r19624.
2017-05-21 08:05:52 +00:00

349 lines
9.9 KiB
C++

/* Copyright (C) 2017 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 <boost/tokenizer.hpp>
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/ConfigDB.h"
#include "ps/Globals.h"
#include "ps/KeyName.h"
static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
struct SKey
{
SDL_Keycode 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()
{
for (const std::pair<CStr, CConfigValueSet>& configPair : g_ConfigDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."))
{
std::string hotkeyName = configPair.first.substr(7); // strip the "hotkey." prefix
for (const CStr& hotkey : configPair.second)
{
if (hotkey.LowerCase() == "unused")
continue;
std::vector<SKey> keyCombination;
// Iterate through multiple-key bindings (e.g. Ctrl+I)
boost::char_separator<char> sep("+");
typedef boost::tokenizer<boost::char_separator<char> > tokenizer;
tokenizer tok(hotkey, sep);
for (tokenizer::iterator it = tok.begin(); it != tok.end(); ++it)
{
// Attempt decode as key name
int mapping = FindKeyCode(*it);
if (!mapping)
mapping = SDL_GetKeyFromName(it->c_str());
if (!mapping)
{
LOGWARNING("Hotkey mapping used invalid key '%s'", hotkey.c_str());
continue;
}
SKey key = { (SDL_Keycode)mapping, false };
keyCombination.push_back(key);
}
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)
if (itKey != itKey2) // Push any auxiliary keys
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 (const std::pair<int, KeyMapping>& p : g_HotkeyMap)
for (const SHotkeyMapping& hotkey : p.second)
{
if (!hotkey.negated)
continue;
bool allNegated = true;
for (const SKey& k : hotkey.requires)
if (!k.negated)
allNegated = false;
if (allNegated)
g_HotkeyStatus[hotkey.name] = true;
}
}
void UnloadHotkeys()
{
g_HotkeyMap.clear();
g_HotkeyStatus.clear();
}
bool isNegated(const SKey& key)
{
// Normal keycodes are below EXTRA_KEYS_BASE
if ((int)key.code < EXTRA_KEYS_BASE && g_keys[key.code] == key.negated)
return false;
// Mouse 'keycodes' are after the modifier keys
else if ((int)key.code < MOUSE_LAST && (int)key.code > MOUSE_BASE && g_mouse_buttons[key.code - MOUSE_BASE] == key.negated)
return false;
// Modifier keycodes are between the normal keys and the mouse 'keys'
else if ((int)key.code < UNIFIED_LAST && (int)key.code > SDL_SCANCODE_TO_KEYCODE(SDL_NUM_SCANCODES) && unified[key.code - UNIFIED_SHIFT] == key.negated)
return false;
else
return 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:
// Mousewheel events are no longer buttons, but we want to maintain the order
// expected by g_mouse_buttons for compatibility
if (ev->ev.button.button >= SDL_BUTTON_X1)
keycode = MOUSE_BASE + (int)ev->ev.button.button + 2;
else
keycode = MOUSE_BASE + (int)ev->ev.button.button;
break;
case SDL_MOUSEWHEEL:
if (ev->ev.wheel.y > 0)
{
keycode = MOUSE_WHEELUP;
break;
}
else if (ev->ev.wheel.y < 0)
{
keycode = MOUSE_WHEELDOWN;
break;
}
else if (ev->ev.wheel.x > 0)
{
keycode = MOUSE_X2;
break;
}
else if (ev->ev.wheel.x < 0)
{
keycode = MOUSE_X1;
break;
}
return IN_PASS;
case SDL_HOTKEYDOWN:
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = true;
return IN_PASS;
case SDL_HOTKEYUP:
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = false;
return IN_PASS;
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 = (SDL_Keycode)UNIFIED_SHIFT;
unified[0] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if ((keycode == SDLK_LCTRL) || (keycode == SDLK_RCTRL))
{
phantom.ev.key.keysym.sym = (SDL_Keycode)UNIFIED_CTRL;
unified[1] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if ((keycode == SDLK_LALT) || (keycode == SDLK_RALT))
{
phantom.ev.key.keysym.sym = (SDL_Keycode)UNIFIED_ALT;
unified[2] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if ((keycode == SDLK_LGUI) || (keycode == SDLK_RGUI))
{
phantom.ev.key.keysym.sym = (SDL_Keycode)UNIFIED_SUPER;
unified[3] = (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 < SDL_SCANCODE_TO_KEYCODE(SDL_NUM_SCANCODES))
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 ) || (ev->ev.type == SDL_MOUSEWHEEL);
// -- KEYDOWN SECTION --
std::vector<const char*> closestMapNames;
size_t closestMapMatch = 0;
for (const SHotkeyMapping& hotkey : g_HotkeyMap[keycode])
{
// 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 (hotkey.negated == typeKeyDown)
continue;
// Check for no unpermitted keys
bool accept = true;
for (const SKey& k : hotkey.requires)
{
accept = isNegated(k);
if (!accept)
break;
}
if (accept && !(consoleCapture && hotkey.name != "console.toggle"))
{
// Check if this is an equally precise or more precise match
if (hotkey.requires.size() + 1 >= closestMapMatch)
{
// Check if more precise
if (hotkey.requires.size() + 1 > closestMapMatch)
{
// Throw away the old less-precise matches
closestMapNames.clear();
closestMapMatch = hotkey.requires.size() + 1;
}
closestMapNames.push_back(hotkey.name.c_str());
}
}
}
for (size_t i = 0; i < closestMapNames.size(); ++i)
{
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = SDL_HOTKEYDOWN;
hotkeyNotification.ev.user.data1 = const_cast<char*>(closestMapNames[i]);
in_push_priority_event(&hotkeyNotification);
}
// -- KEYUP SECTION --
for (const SHotkeyMapping& hotkey : g_HotkeyMap[keycode])
{
// 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 (hotkey.negated != typeKeyDown)
continue;
// Check for no unpermitted keys
bool accept = true;
for (const SKey& k : hotkey.requires)
{
accept = isNegated(k);
if (!accept)
break;
}
if (accept)
{
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = SDL_HOTKEYUP;
hotkeyNotification.ev.user.data1 = const_cast<char*>(hotkey.name.c_str());
in_push_priority_event(&hotkeyNotification);
}
}
return IN_PASS;
}
bool HotkeyIsPressed(const CStr& keyname)
{
return g_HotkeyStatus[keyname];
}