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0ad/source/ps/Hotkey.h
wraitii 61e3f1ec0d Fix hotkey events synching with hotkey state.
This is a semi-revert of 78bc56f33e and a correct fix for #3194.

The core issue is that the GUI handler must come behore the hotkey
handler, otherwise typing in boxes can set off hotkeys, and the hotkey
handler is repsonsible for updating the hotkey state.
Thus the GUI handler never has an up-to-date hotkey state, since that's
done later. 78bc56f33e fixed that by calling HotkeyInputHandler
manually, but that was still broken in some (unused) cases and was hacky
(indeed, it even looked hacky as noted by elexis).

The simplest fix is to split the 'hotkey creator' handler from the
'hotkey state change' handler, and run the 'hotkey state change handler'
before any other handler. Thus the gui handler remains in front of the
'hotkey creator' handler, but it has a correct hotkey state at any time.

Differential Revision: https://code.wildfiregames.com/D1839
This was SVN commit r22909.
2019-09-15 12:16:28 +00:00

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1.7 KiB
C

/* Copyright (C) 2019 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_HOTKEY
#define INCLUDED_HOTKEY
/**
* @file
* Hotkey system.
*
* Hotkeys consist of a name (an arbitrary string), and a key mapping.
* The names and mappings are loaded from the config system (any
* config setting with the name prefix "hotkey.").
* When a hotkey is pressed or released, SDL_HOTKEYDOWN and SDL_HOTKEYUP
* events are triggered, with the hotkey name stored in ev.user.data1
* as a const char*.
*/
#include "CStr.h"
#include "lib/input.h"
#include "lib/external_libraries/libsdl.h" // see note below
// note: we need the real SDL header - it defines SDL_USEREVENT, which is
// required for our HOTKEY event type definition. this is OK since
// hotkey.h is not included from any headers.
const int SDL_HOTKEYDOWN = SDL_USEREVENT;
const int SDL_HOTKEYUP = SDL_USEREVENT + 1;
extern void LoadHotkeys();
extern void UnloadHotkeys();
extern InReaction HotkeyStateChange(const SDL_Event_* ev);
extern InReaction HotkeyInputHandler(const SDL_Event_* ev);
extern bool HotkeyIsPressed(const CStr& keyname);
#endif // INCLUDED_HOTKEY