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forked from 0ad/0ad
0ad/source/ps/Globals.h
wraitii 12cceed3d9 Fix hotkeys not releasing properly.
a4852c4c01 changed hotkeys to use scancode, but didn't change g_keys to
reflect that, and this could break hotkey release.
This fixes that by explicitly using scancodes. Note that we might want a
g_keys map in the future, but it seems un-necessary at the moment.

Also remove the last remnants of 'negated' hotkeys, which were disabled
following b995135138.

Tested By: OptimusShepard
Fixes #5922

Differential Revision: https://code.wildfiregames.com/D3379
This was SVN commit r24645.
2021-01-16 15:24:58 +00:00

64 lines
2.1 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/>.
*/
#ifndef INCLUDED_PS_GLOBALS
#define INCLUDED_PS_GLOBALS
#include "lib/input.h"
#include "lib/frequency_filter.h"
#include "ps/KeyName.h"
#include <unordered_map>
// thin abstraction layer on top of SDL.
// game code should use it instead of SDL_GetMouseState etc. because
// Atlas does not completely emulate SDL (it can only send events).
extern bool g_app_minimized;
extern bool g_app_has_focus;
extern int g_mouse_x, g_mouse_y;
/**
* Indicates whether the mouse is focused on the game window (mouse positions
* should usually be considered inaccurate if this is false)
*/
extern bool g_mouse_active;
/**
* g_scancodes: Key states, indexed by SDL_Scancode constants. If an entry is true,
* it represents a pressed key.
* Updated by GlobalsInputHandler in response to key press/release events.
*/
extern std::unordered_map<int32_t, bool> g_scancodes;
/**
* g_mouse_buttons: Mouse buttons states, indexed by SDL_BUTTON_* constants.
* If an entry is true, it represents a pressed button.
* Updated by GlobalsInputHandler in response to mouse button up/down events.
*
* Be aware that SDL_BUTTON_* constants start at 1. Therefore,
* g_mouse_buttons[0] is unused. The order of entries is as in KeyName.h for MOUSE_*
*/
extern bool g_mouse_buttons[MOUSE_LAST - MOUSE_BASE];
extern InReaction GlobalsInputHandler(const SDL_Event_* ev);
extern PIFrequencyFilter g_frequencyFilter;
#endif // INCLUDED_PS_GLOBALS