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forked from 0ad/0ad
0ad/source/ps/scripting/JSInterface_Hotkey.cpp
phosit 4524188611 Rename requires to required in Hotkey.*
Accepted By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5104
This was SVN commit r27812.
2023-08-23 12:24:07 +00:00

173 lines
5.5 KiB
C++

/* Copyright (C) 2023 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 "JSInterface_Hotkey.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Hotkey.h"
#include "ps/KeyName.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/ScriptConversions.h"
#include <unordered_map>
#include <vector>
#include <set>
/**
* Convert an unordered map to a JS object, mapping keys to values.
* Assumes T to have a c_str() method that returns a const char*
* NB: this is unordered since no particular effort is made to preserve order.
* TODO: this could be moved to ScriptConversions.cpp if the need arises.
*/
template<typename T, typename U>
static void ToJSVal_unordered_map(const ScriptRequest& rq, JS::MutableHandleValue ret, const std::unordered_map<T, U>& val)
{
JS::RootedObject obj(rq.cx, JS_NewPlainObject(rq.cx));
if (!obj)
{
ret.setUndefined();
return;
}
for (const std::pair<const T, U>& item : val)
{
JS::RootedValue el(rq.cx);
Script::ToJSVal<U>(rq, &el, item.second);
JS_SetProperty(rq.cx, obj, item.first.c_str(), el);
}
ret.setObject(*obj);
}
template<>
void Script::ToJSVal<std::unordered_map<std::string, std::vector<std::vector<std::string>>>>(const ScriptRequest& rq, JS::MutableHandleValue ret, const std::unordered_map<std::string, std::vector<std::vector<std::string>>>& val)
{
ToJSVal_unordered_map(rq, ret, val);
}
template<>
void Script::ToJSVal<std::unordered_map<std::string, std::string>>(const ScriptRequest& rq, JS::MutableHandleValue ret, const std::unordered_map<std::string, std::string>& val)
{
ToJSVal_unordered_map(rq, ret, val);
}
namespace
{
/**
* @return a (js) object mapping hotkey name (from cfg files) to a list ofscancode names
*/
JS::Value GetHotkeyMap(const ScriptRequest& rq)
{
JS::RootedValue hotkeyMap(rq.cx);
std::unordered_map<std::string, std::vector<std::vector<std::string>>> hotkeys;
for (const std::pair<const SDL_Scancode_, KeyMapping>& key : g_HotkeyMap)
for (const SHotkeyMapping& mapping : key.second)
{
std::vector<std::string> keymap;
if (key.first != UNUSED_HOTKEY_CODE)
keymap.push_back(FindScancodeName(static_cast<SDL_Scancode>(key.first)));
for (const SKey& secondary_key : mapping.required)
keymap.push_back(FindScancodeName(static_cast<SDL_Scancode>(secondary_key.code)));
// If keymap is empty (== unused) or size 1, push the combination.
// Otherwise, all permutations of the combination will exist, so pick one using an arbitrary order.
if (keymap.size() < 2 || keymap[0] < keymap[1])
hotkeys[mapping.name].emplace_back(keymap);
}
Script::ToJSVal(rq, &hotkeyMap, hotkeys);
return hotkeyMap;
}
/**
* @return a (js) object mapping scancode names to their locale-dependent name.
*/
JS::Value GetScancodeKeyNames(const ScriptRequest& rq)
{
JS::RootedValue obj(rq.cx);
std::unordered_map<std::string, std::string> map;
// Get the name of all scancodes.
// This is slightly wasteful but should be fine overall, they are dense.
for (int i = 0; i < MOUSE_LAST; ++i)
map[FindScancodeName(static_cast<SDL_Scancode>(i))] = FindKeyName(static_cast<SDL_Scancode>(i));
Script::ToJSVal(rq, &obj, map);
return obj;
}
void ReloadHotkeys()
{
UnloadHotkeys();
LoadHotkeys(g_ConfigDB);
}
JS::Value GetConflicts(const ScriptRequest& rq, JS::HandleValue combination)
{
std::vector<std::string> keys;
if (!Script::FromJSVal(rq, combination, keys))
{
LOGERROR("Invalid hotkey combination");
return JS::NullValue();
}
if (keys.empty())
return JS::NullValue();
// Pick a random code as a starting point of the hotkeys (they are all equivalent).
SDL_Scancode_ startCode = FindScancode(keys.back());
std::unordered_map<SDL_Scancode_, KeyMapping>::const_iterator it = g_HotkeyMap.find(startCode);
if (it == g_HotkeyMap.end())
return JS::NullValue();
// Create a sorted vector with the remaining keys.
keys.pop_back();
std::set<SKey> codes;
for (const std::string& key : keys)
codes.insert(SKey{ FindScancode(key) });
std::vector<CStr> conflicts;
// This isn't very efficient, but we shouldn't iterate too many hotkeys
// since we at least have one matching key.
for (const SHotkeyMapping& keymap : it->second)
{
std::set<SKey> match(keymap.required.begin(), keymap.required.end());
if (codes == match)
conflicts.emplace_back(keymap.name);
}
if (conflicts.empty())
return JS::NullValue();
JS::RootedValue ret(rq.cx);
Script::ToJSVal(rq, &ret, conflicts);
return ret;
}
}
void JSI_Hotkey::RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&HotkeyIsPressed>(rq, "HotkeyIsPressed");
ScriptFunction::Register<&GetHotkeyMap>(rq, "GetHotkeyMap");
ScriptFunction::Register<&GetScancodeKeyNames>(rq, "GetScancodeKeyNames");
ScriptFunction::Register<&ReloadHotkeys>(rq, "ReloadHotkeys");
ScriptFunction::Register<&GetConflicts>(rq, "GetConflicts");
}