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forked from 0ad/0ad

Further Hotkey fixes.

12cceed3d9 broke meta-key releases. This fixes that.
Also fix a much older issue where pressing new keys would not release
less specific hotkeys.

Add tests.

Reported by: Imarok
Tested by: langbart
Fixes #5930
Fixes #5927

Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
This commit is contained in:
wraitii 2021-01-18 10:58:16 +00:00
parent 85a54b904e
commit d0a42f2f00
6 changed files with 274 additions and 21 deletions

View File

@ -116,8 +116,8 @@ public:
{
// Load up a fake test hotkey when pressing 'a'.
const char* test_hotkey_name = "hotkey.test";
g_ConfigDB.SetValueString(CFG_USER, test_hotkey_name, "A");
LoadHotkeys();
configDB->SetValueString(CFG_USER, test_hotkey_name, "A");
LoadHotkeys(*configDB);
// Load up a test page.
const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
@ -189,5 +189,6 @@ public:
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, false);
UnloadHotkeys();
}
};

View File

@ -499,7 +499,7 @@ static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcSc
// hotkeys
{
TIMER(L"ps_lang_hotkeys");
LoadHotkeys();
LoadHotkeys(g_ConfigDB);
}
if (!setup_gui)

View File

@ -33,23 +33,31 @@ static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
std::unordered_map<int, KeyMapping> g_HotkeyMap;
std::unordered_map<std::string, bool> g_HotkeyStatus;
namespace {
// List of currently pressed hotkeys. This is used to quickly reset hotkeys.
// NB: this points to one of g_HotkeyMap's mappings. It works because that map is stable once constructed.
std::vector<const SHotkeyMapping*> pressedHotkeys;
}
static_assert(std::is_integral<std::underlying_type<SDL_Scancode>::type>::value, "SDL_Scancode is not an integral enum.");
static_assert(SDL_USEREVENT_ == SDL_USEREVENT, "SDL_USEREVENT_ is not the same type as the real SDL_USEREVENT");
static_assert(UNUSED_HOTKEY_CODE == SDL_SCANCODE_UNKNOWN);
// Look up each key binding in the config file and set the mappings for
// all key combinations that trigger it.
static void LoadConfigBindings()
static void LoadConfigBindings(CConfigDB& configDB)
{
for (const std::pair<const CStr, CConfigValueSet>& configPair : g_ConfigDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."))
for (const std::pair<const CStr, CConfigValueSet>& configPair : configDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."))
{
std::string hotkeyName = configPair.first.substr(7); // strip the "hotkey." prefix
if (configPair.second.empty())
// "unused" is kept or the A23->24 migration, this can likely be removed in A25.
if (configPair.second.empty() || (configPair.second.size() == 1 && configPair.second.front() == "unused"))
{
// Unused hotkeys must still be registered in the map to appear in the hotkey editor.
SHotkeyMapping unusedCode;
unusedCode.name = hotkeyName;
unusedCode.primary = SKey{ UNUSED_HOTKEY_CODE };
g_HotkeyMap[UNUSED_HOTKEY_CODE].push_back(unusedCode);
continue;
}
@ -82,6 +90,7 @@ static void LoadConfigBindings()
SHotkeyMapping bindCode;
bindCode.name = hotkeyName;
bindCode.primary = SKey{ itKey->code };
for (itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); ++itKey2)
if (itKey != itKey2) // Push any auxiliary keys
@ -93,13 +102,15 @@ static void LoadConfigBindings()
}
}
void LoadHotkeys()
void LoadHotkeys(CConfigDB& configDB)
{
LoadConfigBindings();
pressedHotkeys.clear();
LoadConfigBindings(configDB);
}
void UnloadHotkeys()
{
pressedHotkeys.clear();
g_HotkeyMap.clear();
g_HotkeyStatus.clear();
}
@ -234,14 +245,39 @@ InReaction HotkeyInputHandler(const SDL_Event_* ev)
// 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);
// Furthermore, we need to support non-conflicting hotkeys triggering at the same time.
// This is much more complex code than you might expect. A refactoring could be used.
std::vector<const char*> pressedHotkeys;
std::vector<const SHotkeyMapping*> newPressedHotkeys;
std::vector<const char*> releasedHotkeys;
size_t closestMapMatch = 0;
bool release = (ev->ev.type == SDL_KEYUP) || (ev->ev.type == SDL_MOUSEBUTTONUP);
SKey retrigger = { UNUSED_HOTKEY_CODE };
for (const SHotkeyMapping& hotkey : g_HotkeyMap[scancode])
{
// If the key is being released, any active hotkey is released.
if (release)
{
if (g_HotkeyStatus[hotkey.name])
{
releasedHotkeys.push_back(hotkey.name.c_str());
// If we are releasing a key, we possibly need to retrigger less precise hotkeys
// (e.g. 'Ctrl + D', if releasing D, we need to retrigger Ctrl hotkeys).
// To do this simply, we'll just re-trigger any of the additional required key.
if (!hotkey.requires.empty() && retrigger.code == UNUSED_HOTKEY_CODE)
for (const SKey& k : hotkey.requires)
if (isPressed(k))
{
retrigger.code = hotkey.requires.front().code;
break;
}
}
continue;
}
// Check for no unpermitted keys
bool accept = true;
for (const SKey& k : hotkey.requires)
@ -260,26 +296,49 @@ InReaction HotkeyInputHandler(const SDL_Event_* ev)
if (hotkey.requires.size() + 1 > closestMapMatch)
{
// Throw away the old less-precise matches
pressedHotkeys.clear();
releasedHotkeys.clear();
newPressedHotkeys.clear();
closestMapMatch = hotkey.requires.size() + 1;
}
if (typeKeyDown)
pressedHotkeys.push_back(hotkey.name.c_str());
else
releasedHotkeys.push_back(hotkey.name.c_str());
newPressedHotkeys.push_back(&hotkey);
}
}
}
for (const char* hotkeyName : pressedHotkeys)
// If this is a new key, check if we need to unset any previous hotkey.
// NB: this uses unsorted vectors because there are usually very few elements to go through
// (and thus it is presumably faster than std::set).
if ((ev->ev.type == SDL_KEYDOWN) || (ev->ev.type == SDL_MOUSEBUTTONDOWN))
for (const SHotkeyMapping* hotkey : pressedHotkeys)
{
if (hotkey->requires.size() + 1 < closestMapMatch)
releasedHotkeys.push_back(hotkey->name.c_str());
else if (std::find(newPressedHotkeys.begin(), newPressedHotkeys.end(), hotkey) == newPressedHotkeys.end())
{
// We need to check that all 'keys' are still pressed (because of mouse buttons).
if (!isPressed(hotkey->primary))
continue;
for (const SKey& key : hotkey->requires)
if (!isPressed(key))
continue;
newPressedHotkeys.push_back(hotkey);
}
}
pressedHotkeys.swap(newPressedHotkeys);
// Mouse wheel events are released instantly.
if (ev->ev.type == SDL_MOUSEWHEEL)
for (const SHotkeyMapping* hotkey : pressedHotkeys)
releasedHotkeys.push_back(hotkey->name.c_str());
for (const SHotkeyMapping* hotkey : pressedHotkeys)
{
// Send a KeyPress event when a hotkey is pressed initially and on mouseButton and mouseWheel events.
if (ev->ev.type != SDL_KEYDOWN || ev->ev.key.repeat == 0)
{
SDL_Event_ hotkeyPressNotification;
hotkeyPressNotification.ev.type = SDL_HOTKEYPRESS;
hotkeyPressNotification.ev.user.data1 = const_cast<char*>(hotkeyName);
hotkeyPressNotification.ev.user.data1 = const_cast<char*>(hotkey->name.c_str());
in_push_priority_event(&hotkeyPressNotification);
}
@ -288,7 +347,7 @@ InReaction HotkeyInputHandler(const SDL_Event_* ev)
// On linux, modifier keys (shift, alt, ctrl) are not repeated, see https://github.com/SFML/SFML/issues/122.
SDL_Event_ hotkeyDownNotification;
hotkeyDownNotification.ev.type = SDL_HOTKEYDOWN;
hotkeyDownNotification.ev.user.data1 = const_cast<char*>(hotkeyName);
hotkeyDownNotification.ev.user.data1 = const_cast<char*>(hotkey->name.c_str());
in_push_priority_event(&hotkeyDownNotification);
}
@ -300,6 +359,15 @@ InReaction HotkeyInputHandler(const SDL_Event_* ev)
in_push_priority_event(&hotkeyNotification);
}
if (retrigger.code != UNUSED_HOTKEY_CODE)
{
SDL_Event_ phantomKey;
phantomKey.ev.type = SDL_KEYDOWN;
phantomKey.ev.key.repeat = 0;
phantomKey.ev.key.keysym.scancode = static_cast<SDL_Scancode>(retrigger.code);
HotkeyInputHandler(&phantomKey);
}
return IN_PASS;
}

View File

@ -60,6 +60,7 @@ struct SKey
struct SHotkeyMapping
{
CStr name; // name of the hotkey
SKey primary; // the primary key
std::vector<SKey> requires; // list of non-primary keys that must also be active
};
@ -73,7 +74,8 @@ extern std::unordered_map<SDL_Scancode_, KeyMapping> g_HotkeyMap;
// The current pressed status of hotkeys
extern std::unordered_map<std::string, bool> g_HotkeyStatus;
extern void LoadHotkeys();
class CConfigDB;
extern void LoadHotkeys(CConfigDB& configDB);
extern void UnloadHotkeys();
extern InReaction HotkeyStateChange(const SDL_Event_* ev);

View File

@ -21,6 +21,7 @@
#include "lib/external_libraries/libsdl.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Hotkey.h"
#include "ps/KeyName.h"
#include "scriptinterface/ScriptConversions.h"
@ -115,7 +116,7 @@ JS::Value GetScancodeKeyNames(ScriptInterface::CmptPrivate* pCmptPrivate)
void ReloadHotkeys(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
UnloadHotkeys();
LoadHotkeys();
LoadHotkeys(g_ConfigDB);
}
JS::Value GetConflicts(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue combination)

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@ -0,0 +1,181 @@
/* Copyright (C) 2021 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "lib/self_test.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/Hotkey.h"
#include "ps/ConfigDB.h"
#include "ps/Globals.h"
#include "ps/Filesystem.h"
class TestHotkey : public CxxTest::TestSuite
{
CConfigDB* configDB;
private:
void fakeInput(const char* key, bool keyDown)
{
SDL_Event_ ev;
ev.ev.type = keyDown ? SDL_KEYDOWN : SDL_KEYUP;
ev.ev.key.repeat = 0;
ev.ev.key.keysym.scancode = SDL_GetScancodeFromName(key);
GlobalsInputHandler(&ev);
HotkeyInputHandler(&ev);
while(in_poll_priority_event(&ev))
HotkeyStateChange(&ev);
}
public:
void setUp()
{
g_VFS = CreateVfs();
TS_ASSERT_OK(g_VFS->Mount(L"config", DataDir()/"_testconfig"));
TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir()/"_testcache"));
configDB = new CConfigDB;
}
void tearDown()
{
delete configDB;
g_VFS.reset();
DeleteDirectory(DataDir()/"_testcache");
DeleteDirectory(DataDir()/"_testconfig");
}
void test_Hotkeys()
{
configDB->SetValueString(CFG_SYSTEM, "hotkey.A", "A");
configDB->SetValueString(CFG_SYSTEM, "hotkey.AB", "A+B");
configDB->SetValueString(CFG_SYSTEM, "hotkey.ABC", "A+B+C");
configDB->SetValueString(CFG_SYSTEM, "hotkey.D", "D");
configDB->WriteFile(CFG_SYSTEM, "config/conf.cfg");
configDB->Reload(CFG_SYSTEM);
UnloadHotkeys();
LoadHotkeys(*configDB);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
/**
* Simple check.
*/
fakeInput("A", true);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
fakeInput("A", false);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
/**
* Hotkey combinations:
* - The most precise match only is selected
* - Order does not matter.
*/
fakeInput("A", true);
fakeInput("B", true);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
fakeInput("A", false);
fakeInput("B", false);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
fakeInput("B", true);
fakeInput("A", true);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
fakeInput("A", false);
fakeInput("B", false);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
fakeInput("A", true);
fakeInput("B", true);
fakeInput("B", false);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
/**
* Quirk of the implementation: hotkeys are allowed to fire with too many keys.
* Further, hotkeys of the same specificity (i.e. same # of required keys)
* are allowed to fire at the same time if they don't conflict.
* This is required so that e.g. up+left scrolls both up and left at the same time.
*/
fakeInput("A", true);
fakeInput("D", true);
// A+D isn't a hotkey; both A and D are active.
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), true);
fakeInput("C", true);
// A+D+C likewise.
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), true);
fakeInput("B", true);
// Here D is inactivated because it's lower-specificity than A+B+C (with D being ignored).
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
fakeInput("A", false);
fakeInput("B", false);
fakeInput("C", false);
fakeInput("D", false);
fakeInput("B", true);
fakeInput("D", true);
fakeInput("A", true);
TS_ASSERT_EQUALS(HotkeyIsPressed("A"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("AB"), true);
TS_ASSERT_EQUALS(HotkeyIsPressed("ABC"), false);
TS_ASSERT_EQUALS(HotkeyIsPressed("D"), false);
UnloadHotkeys();
}
};