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forked from 0ad/0ad
0ad/source/ps/Hotkey.h
wraitii a4852c4c01 Let players remap hotkeys in-game, fix default hotkeys being qwerty-specific.
- Provide a "Hotkey" screen to let players remap hotkeys in-game using a
convenient setup.
- Make all .cfg hotkeys refer to scancodes (i.e. position on the
keyboard), so that default hotkeys now translate correctly for AZERTY,
QWERTZ and other layouts.
- 'BackSpace' is now an alias for 'Delete', and works for killing units.
This fixes #1917, as macs don't have a proper delete key and would need
to use Fn+Del otherwise. This shifts "timewarp" to Shift+BackSpace.

Functionally, this switches hotkeys to scancodes, as that makes more
sense (they are combinations of key positions, not actual text output).
SDL includes are cleaned and key names are reused.

Fixes #2850, Fixes #2604, Refs #1810, Fixes #1917.

Follows work in 3d7784d2af.

Various diffs tested by: Angen, Stan, Freagarach
Comments by: Nescio
Differential Revision: https://code.wildfiregames.com/D2814
This was SVN commit r24215.
2020-11-19 09:27:26 +00:00

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3.0 KiB
C++

/* Copyright (C) 2020 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>
// 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;
struct SKey
{
SDL_Scancode_ code; // scancode or MOUSE_ or UNIFIED_ value
bool negated; // whether the key must be pressed (false) or unpressed (true)
bool operator<(const SKey& o) const { return code < o.code && negated < o.negated; }
bool operator==(const SKey& o) const { return code == o.code && negated == o.negated; }
};
// Hotkey data associated with an externally-specified 'primary' keycode
struct SHotkeyMapping
{
CStr name; // name of the hotkey
bool negated; // whether the primary key must be pressed (false) or unpressed (true)
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;
// The current pressed status of hotkeys
extern std::unordered_map<std::string, bool> g_HotkeyStatus;
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