381 lines
12 KiB
C++
381 lines
12 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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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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#include "precompiled.h"
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#include "Hotkey.h"
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#include "lib/input.h"
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#include "ConfigDB.h"
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#include "CLogger.h"
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#include "CConsole.h"
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#include "CStr.h"
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#include "ps/Globals.h"
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#include "KeyName.h"
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static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
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struct SKey
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{
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SDLKey code; // keycode 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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};
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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 keycodes 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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static std::map<int, KeyMapping> g_HotkeyMap;
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// The current pressed status of hotkeys
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std::map<std::string, bool> g_HotkeyStatus;
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// Look up each key binding in the config file and set the mappings for
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// all key combinations that trigger it.
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static void LoadConfigBindings()
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{
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std::vector<std::pair<CStr, CConfigValueSet> > bindings = g_ConfigDB.GetValuesWithPrefix( CFG_USER, CStr( "hotkey." ));
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CParser multikeyParser;
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multikeyParser.InputTaskType( "multikey", "<[~$arg(_negate)]$value_+_>_[~$arg(_negate)]$value" );
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for( std::vector<std::pair<CStr, CConfigValueSet> >::iterator bindingsIt = bindings.begin(); bindingsIt != bindings.end(); ++bindingsIt )
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{
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std::string hotkeyName = bindingsIt->first.substr(7); // strip the "hotkey." prefix
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for( CConfigValueSet::iterator it = bindingsIt->second.begin(); it != bindingsIt->second.end(); ++it )
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{
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std::string hotkey;
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if( it->GetString( hotkey ) )
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{
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std::vector<SKey> keyCombination;
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CParserLine multikeyIdentifier;
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multikeyIdentifier.ParseString( multikeyParser, hotkey );
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// Iterate through multiple-key bindings (e.g. Ctrl+I)
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bool negateNext = false;
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for( size_t t = 0; t < multikeyIdentifier.GetArgCount(); t++ )
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{
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if( multikeyIdentifier.GetArgString( (int)t, hotkey ) )
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{
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if( hotkey == "_negate" )
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{
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negateNext = true;
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continue;
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}
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// Attempt decode as key name
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int mapping = FindKeyCode( hotkey );
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// Attempt to decode as a negation of a keyname
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// Yes, it's going a bit far, perhaps.
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// Too powerful for most uses, probably.
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// However, it got some hardcoding out of the engine.
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// Thus it makes me happy.
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if( !mapping )
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{
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LOGWARNING(L"Hotkey mapping used invalid key '%hs'", hotkey.c_str() );
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continue;
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}
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SKey key = { (SDLKey)mapping, negateNext };
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keyCombination.push_back(key);
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negateNext = false;
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}
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}
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std::vector<SKey>::iterator itKey, itKey2;
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for( itKey = keyCombination.begin(); itKey != keyCombination.end(); itKey++ )
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{
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SHotkeyMapping bindCode;
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bindCode.name = hotkeyName;
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bindCode.negated = itKey->negated;
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for( itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); itKey2++ )
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{
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// Push any auxiliary keys.
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if( itKey != itKey2 )
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bindCode.requires.push_back( *itKey2 );
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}
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g_HotkeyMap[itKey->code].push_back( bindCode );
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}
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}
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}
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}
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}
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void LoadHotkeys()
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{
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InitKeyNameMap();
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LoadConfigBindings();
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// Set up the state of the hotkeys given no key is down.
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// i.e. find those hotkeys triggered by all negations.
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for( std::map<int, KeyMapping>::iterator mapIt = g_HotkeyMap.begin(); mapIt != g_HotkeyMap.end(); ++mapIt )
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{
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KeyMapping& hotkeyMap = mapIt->second;
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for( std::vector<SHotkeyMapping>::iterator it = hotkeyMap.begin(); it != hotkeyMap.end(); it++ )
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{
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if( !it->negated )
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continue;
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bool allNegated = true;
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for( std::vector<SKey>::iterator j = it->requires.begin(); j != it->requires.end(); j++ )
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if( !j->negated )
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allNegated = false;
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if( allNegated )
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g_HotkeyStatus[it->name] = true;
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}
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}
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}
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InReaction HotkeyInputHandler( const SDL_Event_* ev )
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{
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int keycode = 0;
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switch( ev->ev.type )
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{
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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keycode = (int)ev->ev.key.keysym.sym;
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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if ((int)ev->ev.button.button <= SDL_BUTTON_X2)
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{
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keycode = SDLK_LAST + (int)ev->ev.button.button;
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break;
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}
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// fall through
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default:
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return IN_PASS;
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}
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// Somewhat hackish:
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// Create phantom 'unified-modifier' events when left- or right- modifier keys are pressed
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// Just send them to this handler; don't let the imaginary event codes leak back to real SDL.
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SDL_Event_ phantom;
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phantom.ev.type = ( ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ) ) ? SDL_KEYDOWN : SDL_KEYUP;
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if( ( keycode == SDLK_LSHIFT ) || ( keycode == SDLK_RSHIFT ) )
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{
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phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_SHIFT;
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unified[0] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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else if( ( keycode == SDLK_LCTRL ) || ( keycode == SDLK_RCTRL ) )
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{
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phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_CTRL;
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unified[1] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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else if( ( keycode == SDLK_LALT ) || ( keycode == SDLK_RALT ) )
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{
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phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_ALT;
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unified[2] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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else if( ( keycode == SDLK_LMETA ) || ( keycode == SDLK_RMETA ) )
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{
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phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_META;
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unified[3] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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else if( ( keycode == SDLK_LSUPER ) || ( keycode == SDLK_RSUPER ) )
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{
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phantom.ev.key.keysym.sym = (SDLKey)UNIFIED_SUPER;
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unified[4] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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// Check whether we have any hotkeys registered for this particular keycode
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if( g_HotkeyMap.find(keycode) == g_HotkeyMap.end() )
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return( IN_PASS );
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// Inhibit the dispatch of hotkey events caused by printable or control keys
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// while the console is up. (But allow multiple-key - 'Ctrl+F' events, and whatever
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// key toggles the console.)
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bool consoleCapture = false;
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if( g_Console->IsActive() && (
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( keycode == 8 ) || ( keycode == 9 ) || ( keycode == 13 ) || /* Editing */
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( ( keycode >= 32 ) && ( keycode < 273 ) ) || /* Printable (<128), 'World' (<256) */
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( ( keycode >= 273 ) && ( keycode < 282 ) && /* Numeric keypad (<273), navigation */
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( keycode != SDLK_INSERT ) ) ) ) /* keys (<282) except insert */
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consoleCapture = true;
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// Here's an interesting bit:
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// If you have an event bound to, say, 'F', and another to, say, 'Ctrl+F', pressing
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// 'F' while control is down would normally fire off both.
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// To avoid this, set the modifier keys for /all/ events this key would trigger
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// (Ctrl, for example, is both group-save and bookmark-save)
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// but only send a HotkeyDown event for the event with bindings most precisely
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// matching the conditions (i.e. the event with the highest number of auxiliary
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// keys, providing they're all down)
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bool typeKeyDown = ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN );
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// -- KEYDOWN SECTION --
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std::vector<const char*> closestMapNames;
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size_t closestMapMatch = 0;
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for( std::vector<SHotkeyMapping>::iterator it = g_HotkeyMap[keycode].begin(); it < g_HotkeyMap[keycode].end(); it++ )
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{
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// If a key has been pressed, and this event triggers on its release, skip it.
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// Similarly, if the key's been released and the event triggers on a keypress, skip it.
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if( it->negated == typeKeyDown )
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continue;
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// Check to see if all auxiliary keys are down
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bool accept = true;
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bool isCapturable = true;
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for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
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{
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bool rqdState = !itKey->negated;
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if( (int)itKey->code < SDLK_LAST )
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{
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if( g_keys[itKey->code] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_SHIFT )
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{
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if( g_mouse_buttons[itKey->code - SDLK_LAST] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_LAST )
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{
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if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
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}
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// If this event requires a multiple keypress (with the exception
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// of shift+key combinations) the console won't inhibit it.
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if( rqdState && ( itKey->code != SDLK_RSHIFT ) && ( itKey->code != SDLK_LSHIFT ) )
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isCapturable = false;
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}
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if( it->name == "console.toggle" ) isCapturable = false; // Because that would be silly.
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if( accept && !( isCapturable && consoleCapture ) )
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{
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// Tentatively set status to un-pressed, since it may be overridden by
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// a closer match. (The closest matches will be set to pressed later.)
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g_HotkeyStatus[it->name] = false;
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// Check if this is an equally precise or more precise match
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if( it->requires.size() + 1 >= closestMapMatch )
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{
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// Check if more precise
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if( it->requires.size() + 1 > closestMapMatch )
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{
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// Throw away the old less-precise matches
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closestMapNames.clear();
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closestMapMatch = it->requires.size() + 1;
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}
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closestMapNames.push_back(it->name.c_str());
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}
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}
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}
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for (size_t i = 0; i < closestMapNames.size(); ++i)
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{
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g_HotkeyStatus[closestMapNames[i]] = true;
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SDL_Event hotkeyNotification;
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hotkeyNotification.type = SDL_HOTKEYDOWN;
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hotkeyNotification.user.data1 = const_cast<char*>(closestMapNames[i]);
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SDL_PushEvent(&hotkeyNotification);
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}
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// -- KEYUP SECTION --
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for( std::vector<SHotkeyMapping>::iterator it = g_HotkeyMap[keycode].begin(); it < g_HotkeyMap[keycode].end(); it++ )
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{
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// If it's a keydown event, won't cause HotKeyUps in anything that doesn't
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// use this key negated => skip them
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// If it's a keyup event, won't cause HotKeyUps in anything that does use
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// this key negated => skip them too.
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if( it->negated != typeKeyDown )
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continue;
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// Check to see if all auxiliary keys are down
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bool accept = true;
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for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); itKey++ )
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{
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bool rqdState = !itKey->negated;
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if( (int)itKey->code < SDLK_LAST )
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{
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if( g_keys[itKey->code] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_SHIFT )
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{
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if( g_mouse_buttons[itKey->code - SDLK_LAST] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_LAST )
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{
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if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
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}
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}
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if( accept )
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{
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g_HotkeyStatus[it->name] = false;
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SDL_Event hotkeyNotification;
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hotkeyNotification.type = SDL_HOTKEYUP;
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hotkeyNotification.user.data1 = const_cast<char*>(it->name.c_str());
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SDL_PushEvent( &hotkeyNotification );
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}
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}
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return( IN_PASS );
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}
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bool HotkeyIsPressed(const CStr& keyname)
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{
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return g_HotkeyStatus[keyname];
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}
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