wraitii
d0a42f2f00
12cceed3d9
broke meta-key releases. This fixes that.
Also fix a much older issue where pressing new keys would not release
less specific hotkeys.
Add tests.
Reported by: Imarok
Tested by: langbart
Fixes #5930
Fixes #5927
Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
87 lines
2.9 KiB
C++
87 lines
2.9 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_HOTKEY
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#define INCLUDED_HOTKEY
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/**
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* @file
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* Hotkey system.
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*
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* Hotkeys consist of a name (an arbitrary string), and a key mapping.
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* The names and mappings are loaded from the config system (any
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* config setting with the name prefix "hotkey.").
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* When a hotkey is pressed one SDL_HOTKEYPRESS is triggered. While the key is
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* kept down repeated SDL_HOTKEYDOWN events are triggered at an interval
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* determined by the OS. When a hotkey is released an SDL_HOTKEYUP event is
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* triggered. All with the hotkey name stored in ev.user.data1 as a const char*.
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*/
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#include "CStr.h"
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#include "lib/input.h"
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#include <unordered_map>
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#include <vector>
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// SDL_Scancode is an enum, we'll use an explicit int to avoid including SDL in this header.
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using SDL_Scancode_ = int;
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// 0x8000 is SDL_USEREVENT, this is static_asserted in Hotkey.cpp
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// We do this to avoid including SDL in this header.
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const uint SDL_USEREVENT_ = 0x8000;
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const uint SDL_HOTKEYPRESS = SDL_USEREVENT_;
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const uint SDL_HOTKEYDOWN = SDL_USEREVENT_ + 1;
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const uint SDL_HOTKEYUP = SDL_USEREVENT_ + 2;
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constexpr SDL_Scancode_ UNUSED_HOTKEY_CODE = 0; // == SDL_SCANCODE_UNKNOWN
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struct SKey
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{
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SDL_Scancode_ code; // scancode or MOUSE_ or UNIFIED_ value
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bool operator<(const SKey& o) const { return code < o.code; }
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bool operator==(const SKey& o) const { return code == o.code; }
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};
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// Hotkey data associated with an externally-specified 'primary' keycode
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struct SHotkeyMapping
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{
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CStr name; // name of the hotkey
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SKey primary; // the primary key
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std::vector<SKey> requires; // list of non-primary keys that must also be active
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};
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typedef std::vector<SHotkeyMapping> KeyMapping;
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// A mapping of scancodes onto the hotkeys that are associated with that key.
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// (A hotkey triggered by a combination of multiple keys will be in this map
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// multiple times.)
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extern std::unordered_map<SDL_Scancode_, KeyMapping> g_HotkeyMap;
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// The current pressed status of hotkeys
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extern std::unordered_map<std::string, bool> g_HotkeyStatus;
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class CConfigDB;
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extern void LoadHotkeys(CConfigDB& configDB);
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extern void UnloadHotkeys();
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extern InReaction HotkeyStateChange(const SDL_Event_* ev);
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extern InReaction HotkeyInputHandler(const SDL_Event_* ev);
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extern bool HotkeyIsPressed(const CStr& keyname);
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#endif // INCLUDED_HOTKEY
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