1
0
forked from 0ad/0ad
0ad/source/ps/Hotkey.cpp
wraitii 8c429b9a68 Fix unit-only Attack move.
attackmoveUnit is more specific than attackMove, so since d0a42f2f00
won't fire at the same time. However the GUI code expected that,
breaking it.

Instead, properly check for either attackmove or attackmoveUnit.

Also fix an issue with d0a42f2f00 where hotkeys would be release if
switching to a more specific combination of the same hotkey.

Reported by: snelius
Fixes #5944

Differential Revision: https://code.wildfiregames.com/D3436
This was SVN commit r24752.
2021-01-21 15:58:33 +00:00

381 lines
12 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/>.
*/
#include "precompiled.h"
#include "Hotkey.h"
#include <boost/tokenizer.hpp>
#include "lib/external_libraries/libsdl.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/ConfigDB.h"
#include "ps/Globals.h"
#include "ps/KeyName.h"
static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
std::unordered_map<int, KeyMapping> g_HotkeyMap;
std::unordered_map<std::string, bool> g_HotkeyStatus;
namespace {
// List of currently pressed hotkeys. This is used to quickly reset hotkeys.
// NB: this points to one of g_HotkeyMap's mappings. It works because that map is stable once constructed.
std::vector<const SHotkeyMapping*> pressedHotkeys;
}
static_assert(std::is_integral<std::underlying_type<SDL_Scancode>::type>::value, "SDL_Scancode is not an integral enum.");
static_assert(SDL_USEREVENT_ == SDL_USEREVENT, "SDL_USEREVENT_ is not the same type as the real SDL_USEREVENT");
static_assert(UNUSED_HOTKEY_CODE == SDL_SCANCODE_UNKNOWN);
// Look up each key binding in the config file and set the mappings for
// all key combinations that trigger it.
static void LoadConfigBindings(CConfigDB& configDB)
{
for (const std::pair<const CStr, CConfigValueSet>& configPair : configDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."))
{
std::string hotkeyName = configPair.first.substr(7); // strip the "hotkey." prefix
// "unused" is kept or the A23->24 migration, this can likely be removed in A25.
if (configPair.second.empty() || (configPair.second.size() == 1 && configPair.second.front() == "unused"))
{
// Unused hotkeys must still be registered in the map to appear in the hotkey editor.
SHotkeyMapping unusedCode;
unusedCode.name = hotkeyName;
unusedCode.primary = SKey{ UNUSED_HOTKEY_CODE };
g_HotkeyMap[UNUSED_HOTKEY_CODE].push_back(unusedCode);
continue;
}
for (const CStr& hotkey : configPair.second)
{
std::vector<SKey> keyCombination;
// Iterate through multiple-key bindings (e.g. Ctrl+I)
boost::char_separator<char> sep("+");
typedef boost::tokenizer<boost::char_separator<char> > tokenizer;
tokenizer tok(hotkey, sep);
for (tokenizer::iterator it = tok.begin(); it != tok.end(); ++it)
{
// Attempt decode as key name
SDL_Scancode scancode = FindScancode(it->c_str());
if (!scancode)
{
LOGWARNING("Hotkey mapping used invalid key '%s'", hotkey.c_str());
continue;
}
SKey key = { scancode };
keyCombination.push_back(key);
}
std::vector<SKey>::iterator itKey, itKey2;
for (itKey = keyCombination.begin(); itKey != keyCombination.end(); ++itKey)
{
SHotkeyMapping bindCode;
bindCode.name = hotkeyName;
bindCode.primary = SKey{ itKey->code };
for (itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); ++itKey2)
if (itKey != itKey2) // Push any auxiliary keys
bindCode.requires.push_back(*itKey2);
g_HotkeyMap[itKey->code].push_back(bindCode);
}
}
}
}
void LoadHotkeys(CConfigDB& configDB)
{
pressedHotkeys.clear();
LoadConfigBindings(configDB);
}
void UnloadHotkeys()
{
pressedHotkeys.clear();
g_HotkeyMap.clear();
g_HotkeyStatus.clear();
}
bool isPressed(const SKey& key)
{
// Normal keycodes are below EXTRA_KEYS_BASE
if ((int)key.code < EXTRA_KEYS_BASE)
return g_scancodes[key.code];
// Mouse 'keycodes' are after the modifier keys
else if ((int)key.code < MOUSE_LAST && (int)key.code > MOUSE_BASE)
return g_mouse_buttons[key.code - MOUSE_BASE];
// Modifier keycodes are between the normal keys and the mouse 'keys'
else if ((int)key.code < UNIFIED_LAST && (int)key.code > SDL_NUM_SCANCODES)
return unified[key.code - UNIFIED_SHIFT];
// This codepath shouldn't be taken, but not having it triggers warnings.
else
return false;
}
InReaction HotkeyStateChange(const SDL_Event_* ev)
{
if (ev->ev.type == SDL_HOTKEYPRESS)
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = true;
else if (ev->ev.type == SDL_HOTKEYUP)
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = false;
return IN_PASS;
}
InReaction HotkeyInputHandler(const SDL_Event_* ev)
{
int scancode = SDL_SCANCODE_UNKNOWN;
switch(ev->ev.type)
{
case SDL_KEYDOWN:
case SDL_KEYUP:
scancode = ev->ev.key.keysym.scancode;
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// Mousewheel events are no longer buttons, but we want to maintain the order
// expected by g_mouse_buttons for compatibility
if (ev->ev.button.button >= SDL_BUTTON_X1)
scancode = MOUSE_BASE + (int)ev->ev.button.button + 2;
else
scancode = MOUSE_BASE + (int)ev->ev.button.button;
break;
case SDL_MOUSEWHEEL:
if (ev->ev.wheel.y > 0)
{
scancode = MOUSE_WHEELUP;
break;
}
else if (ev->ev.wheel.y < 0)
{
scancode = MOUSE_WHEELDOWN;
break;
}
else if (ev->ev.wheel.x > 0)
{
scancode = MOUSE_X2;
break;
}
else if (ev->ev.wheel.x < 0)
{
scancode = MOUSE_X1;
break;
}
return IN_PASS;
default:
return IN_PASS;
}
// Somewhat hackish:
// Create phantom 'unified-modifier' events when left- or right- modifier keys are pressed
// Just send them to this handler; don't let the imaginary event codes leak back to real SDL.
SDL_Event_ phantom;
phantom.ev.type = ((ev->ev.type == SDL_KEYDOWN) || (ev->ev.type == SDL_MOUSEBUTTONDOWN)) ? SDL_KEYDOWN : SDL_KEYUP;
if (phantom.ev.type == SDL_KEYDOWN)
phantom.ev.key.repeat = ev->ev.type == SDL_KEYDOWN ? ev->ev.key.repeat : 0;
if (scancode == SDL_SCANCODE_LSHIFT || scancode == SDL_SCANCODE_RSHIFT)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_SHIFT);
unified[0] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if (scancode == SDL_SCANCODE_LCTRL || scancode == SDL_SCANCODE_RCTRL)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_CTRL);
unified[1] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if (scancode == SDL_SCANCODE_LALT || scancode == SDL_SCANCODE_RALT)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_ALT);
unified[2] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if (scancode == SDL_SCANCODE_LGUI || scancode == SDL_SCANCODE_RGUI)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_SUPER);
unified[3] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
// Check whether we have any hotkeys registered for this particular keycode
if (g_HotkeyMap.find(scancode) == g_HotkeyMap.end())
return (IN_PASS);
// Inhibit the dispatch of hotkey events caused by real keys (not fake mouse button
// events) while the console is up.
bool consoleCapture = false;
if (g_Console && g_Console->IsActive() && scancode < SDL_NUM_SCANCODES)
consoleCapture = true;
// Here's an interesting bit:
// If you have an event bound to, say, 'F', and another to, say, 'Ctrl+F', pressing
// 'F' while control is down would normally fire off both.
// To avoid this, set the modifier keys for /all/ events this key would trigger
// (Ctrl, for example, is both group-save and bookmark-save)
// but only send a HotkeyPress/HotkeyDown event for the event with bindings most precisely
// matching the conditions (i.e. the event with the highest number of auxiliary
// keys, providing they're all down)
// Furthermore, we need to support non-conflicting hotkeys triggering at the same time.
// This is much more complex code than you might expect. A refactoring could be used.
std::vector<const SHotkeyMapping*> newPressedHotkeys;
std::vector<const char*> releasedHotkeys;
size_t closestMapMatch = 0;
bool release = (ev->ev.type == SDL_KEYUP) || (ev->ev.type == SDL_MOUSEBUTTONUP);
SKey retrigger = { UNUSED_HOTKEY_CODE };
for (const SHotkeyMapping& hotkey : g_HotkeyMap[scancode])
{
// If the key is being released, any active hotkey is released.
if (release)
{
if (g_HotkeyStatus[hotkey.name])
{
releasedHotkeys.push_back(hotkey.name.c_str());
// If we are releasing a key, we possibly need to retrigger less precise hotkeys
// (e.g. 'Ctrl + D', if releasing D, we need to retrigger Ctrl hotkeys).
// To do this simply, we'll just re-trigger any of the additional required key.
if (!hotkey.requires.empty() && retrigger.code == UNUSED_HOTKEY_CODE)
for (const SKey& k : hotkey.requires)
if (isPressed(k))
{
retrigger.code = hotkey.requires.front().code;
break;
}
}
continue;
}
// Check for no unpermitted keys
bool accept = true;
for (const SKey& k : hotkey.requires)
{
accept = isPressed(k);
if (!accept)
break;
}
if (accept && !(consoleCapture && hotkey.name != "console.toggle"))
{
// Check if this is an equally precise or more precise match
if (hotkey.requires.size() + 1 >= closestMapMatch)
{
// Check if more precise
if (hotkey.requires.size() + 1 > closestMapMatch)
{
// Throw away the old less-precise matches
newPressedHotkeys.clear();
closestMapMatch = hotkey.requires.size() + 1;
}
newPressedHotkeys.push_back(&hotkey);
}
}
}
// If this is a new key, check if we need to unset any previous hotkey.
// NB: this uses unsorted vectors because there are usually very few elements to go through
// (and thus it is presumably faster than std::set).
if ((ev->ev.type == SDL_KEYDOWN) || (ev->ev.type == SDL_MOUSEBUTTONDOWN))
for (const SHotkeyMapping* hotkey : pressedHotkeys)
{
if (std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
[&hotkey](const SHotkeyMapping* v){ return v->name == hotkey->name; }) != newPressedHotkeys.end())
continue;
else if (hotkey->requires.size() + 1 < closestMapMatch)
releasedHotkeys.push_back(hotkey->name.c_str());
else
{
// We need to check that all 'keys' are still pressed (because of mouse buttons).
if (!isPressed(hotkey->primary))
continue;
for (const SKey& key : hotkey->requires)
if (!isPressed(key))
continue;
newPressedHotkeys.push_back(hotkey);
}
}
pressedHotkeys.swap(newPressedHotkeys);
// Mouse wheel events are released instantly.
if (ev->ev.type == SDL_MOUSEWHEEL)
for (const SHotkeyMapping* hotkey : pressedHotkeys)
releasedHotkeys.push_back(hotkey->name.c_str());
for (const SHotkeyMapping* hotkey : pressedHotkeys)
{
// Send a KeyPress event when a hotkey is pressed initially and on mouseButton and mouseWheel events.
if (ev->ev.type != SDL_KEYDOWN || ev->ev.key.repeat == 0)
{
SDL_Event_ hotkeyPressNotification;
hotkeyPressNotification.ev.type = SDL_HOTKEYPRESS;
hotkeyPressNotification.ev.user.data1 = const_cast<char*>(hotkey->name.c_str());
in_push_priority_event(&hotkeyPressNotification);
}
// Send a HotkeyDown event on every key, mouseButton and mouseWheel event.
// For keys the event is repeated depending on hardware and OS configured interval.
// On linux, modifier keys (shift, alt, ctrl) are not repeated, see https://github.com/SFML/SFML/issues/122.
SDL_Event_ hotkeyDownNotification;
hotkeyDownNotification.ev.type = SDL_HOTKEYDOWN;
hotkeyDownNotification.ev.user.data1 = const_cast<char*>(hotkey->name.c_str());
in_push_priority_event(&hotkeyDownNotification);
}
for (const char* hotkeyName : releasedHotkeys)
{
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = SDL_HOTKEYUP;
hotkeyNotification.ev.user.data1 = const_cast<char*>(hotkeyName);
in_push_priority_event(&hotkeyNotification);
}
if (retrigger.code != UNUSED_HOTKEY_CODE)
{
SDL_Event_ phantomKey;
phantomKey.ev.type = SDL_KEYDOWN;
phantomKey.ev.key.repeat = 0;
phantomKey.ev.key.keysym.scancode = static_cast<SDL_Scancode>(retrigger.code);
HotkeyInputHandler(&phantomKey);
}
return IN_PASS;
}
bool HotkeyIsPressed(const CStr& keyname)
{
return g_HotkeyStatus[keyname];
}