wraitii
7032a3c12a
This is necessary following2d53308e1b
, which now handles key-up in input to prevent hotkeys from firing then. Hotkeys are a global system, which means opening e.g. the chat window or the summary does't reset things. If you press "S" to scroll the in-game camera down, then press 'return' to open the chat, the camera keeps scrolling down. Following2d53308e1b
, it never released since it never got the keyup. To handle this nicely, we need to explicitly clear hotkeys when input boxes get focus (respectively the console). Differential Revision: https://code.wildfiregames.com/D3797 This was SVN commit r25186.
115 lines
3.8 KiB
C++
115 lines
3.8 KiB
C++
/* Copyright (C) 2021 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 one SDL_HOTKEYPRESS is triggered. While the key is
|
|
* kept down repeated SDL_HOTKEYDOWN events are triggered at an interval
|
|
* determined by the OS. When a hotkey is released an SDL_HOTKEYUP event is
|
|
* triggered. All with the hotkey name stored in ev.user.data1 as a const char*.
|
|
*/
|
|
|
|
#include "CStr.h"
|
|
#include "lib/input.h"
|
|
|
|
#include <unordered_map>
|
|
#include <vector>
|
|
|
|
// SDL_Scancode is an enum, we'll use an explicit int to avoid including SDL in this header.
|
|
using SDL_Scancode_ = int;
|
|
|
|
// 0x8000 is SDL_USEREVENT, this is static_asserted in Hotkey.cpp
|
|
// We do this to avoid including SDL in this header.
|
|
const uint SDL_USEREVENT_ = 0x8000;
|
|
const uint SDL_HOTKEYPRESS = SDL_USEREVENT_;
|
|
const uint SDL_HOTKEYDOWN = SDL_USEREVENT_ + 1;
|
|
const uint SDL_HOTKEYUP = SDL_USEREVENT_ + 2;
|
|
const uint SDL_HOTKEYPRESS_SILENT = SDL_USEREVENT_ + 3;
|
|
const uint SDL_HOTKEYUP_SILENT = SDL_USEREVENT_ + 4;
|
|
|
|
constexpr SDL_Scancode_ UNUSED_HOTKEY_CODE = 0; // == SDL_SCANCODE_UNKNOWN
|
|
|
|
struct SKey
|
|
{
|
|
SDL_Scancode_ code; // scancode or MOUSE_ or UNIFIED_ value
|
|
bool operator<(const SKey& o) const { return code < o.code; }
|
|
bool operator==(const SKey& o) const { return code == o.code; }
|
|
};
|
|
|
|
// Hotkey data associated with an externally-specified 'primary' keycode
|
|
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
|
|
};
|
|
|
|
typedef std::vector<SHotkeyMapping> KeyMapping;
|
|
|
|
// A mapping of scancodes onto the hotkeys that are associated with that key.
|
|
// (A hotkey triggered by a combination of multiple keys will be in this map
|
|
// multiple times.)
|
|
extern std::unordered_map<SDL_Scancode_, KeyMapping> g_HotkeyMap;
|
|
|
|
class CConfigDB;
|
|
extern void LoadHotkeys(CConfigDB& configDB);
|
|
extern void UnloadHotkeys();
|
|
|
|
/**
|
|
* Updates g_HotkeyMap.
|
|
*/
|
|
extern InReaction HotkeyStateChange(const SDL_Event_* ev);
|
|
|
|
/**
|
|
* Detects hotkeys that should fire. This allows using EventWillFireHotkey,
|
|
* (and then possibly preventing those hotkeys from firing by handling the event).
|
|
*/
|
|
extern InReaction HotkeyInputPrepHandler(const SDL_Event_* ev);
|
|
/**
|
|
* Actually fires hotkeys.
|
|
*/
|
|
extern InReaction HotkeyInputActualHandler(const SDL_Event_* ev);
|
|
|
|
/**
|
|
* @return whether the event @param ev will fire the hotkey @param keyname.
|
|
*/
|
|
extern bool EventWillFireHotkey(const SDL_Event_* ev, const CStr& keyname);
|
|
|
|
/**
|
|
* Resets all currently active hotkeys (and clears in-flight hotkeys).
|
|
* You should call this when something grabs key input, e.g. an input box,
|
|
* as those prevent keydown/keyup messages from reaching the hotkey system,
|
|
* and can lead to hotkeys being stuck active.
|
|
* NB: active hotkeys are released immediately and "HotkeyUp" message sent.
|
|
*/
|
|
extern void ResetActiveHotkeys();
|
|
|
|
/**
|
|
* @return whether the hotkey is currently pressed (i.e. active).
|
|
*/
|
|
extern bool HotkeyIsPressed(const CStr& keyname);
|
|
|
|
#endif // INCLUDED_HOTKEY
|