wraitii
a4852c4c01
- 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.
170 lines
5.6 KiB
C++
170 lines
5.6 KiB
C++
/* Copyright (C) 2020 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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#include "precompiled.h"
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#include "JSInterface_Hotkey.h"
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#include <unordered_map>
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#include <vector>
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#include "lib/external_libraries/libsdl.h"
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#include "ps/Hotkey.h"
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#include "ps/KeyName.h"
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#include "scriptinterface/ScriptConversions.h"
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/**
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* Convert an unordered map to a JS object, mapping keys to values.
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* Assumes T to have a c_str() method that returns a const char*
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* NB: this is unordered since no particular effort is made to preserve order.
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* TODO: this could be moved to ScriptConversions.cpp if the need arises.
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*/
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template<typename T, typename U>
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static void ToJSVal_unordered_map(const ScriptRequest& rq, JS::MutableHandleValue ret, const std::unordered_map<T, U>& val)
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{
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JS::RootedObject obj(rq.cx, JS_NewPlainObject(rq.cx));
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if (!obj)
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{
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ret.setUndefined();
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return;
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}
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for (const std::pair<T, U>& item : val)
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{
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JS::RootedValue el(rq.cx);
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ScriptInterface::ToJSVal<U>(rq, &el, item.second);
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JS_SetProperty(rq.cx, obj, item.first.c_str(), el);
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}
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ret.setObject(*obj);
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}
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template<>
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void ScriptInterface::ToJSVal<std::unordered_map<std::string, std::vector<std::vector<std::string>>>>(const ScriptRequest& rq, JS::MutableHandleValue ret, const std::unordered_map<std::string, std::vector<std::vector<std::string>>>& val)
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{
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ToJSVal_unordered_map(rq, ret, val);
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}
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template<>
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void ScriptInterface::ToJSVal<std::unordered_map<std::string, std::string>>(const ScriptRequest& rq, JS::MutableHandleValue ret, const std::unordered_map<std::string, std::string>& val)
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{
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ToJSVal_unordered_map(rq, ret, val);
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}
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/**
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* @return a (js) object mapping hotkey name (from cfg files) to a list ofscancode names
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*/
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JS::Value GetHotkeyMap(ScriptInterface::CmptPrivate* pCmptPrivate)
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{
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ScriptRequest rq(*pCmptPrivate->pScriptInterface);
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JS::RootedValue hotkeyMap(rq.cx);
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std::unordered_map<std::string, std::vector<std::vector<std::string>>> hotkeys;
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for (const std::pair<SDL_Scancode_, KeyMapping>& key : g_HotkeyMap)
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for (const SHotkeyMapping& mapping : key.second)
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{
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std::vector<std::string> keymap;
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keymap.push_back(FindScancodeName(static_cast<SDL_Scancode>(key.first)));
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for (const SKey& secondary_key : mapping.requires)
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keymap.push_back(FindScancodeName(static_cast<SDL_Scancode>(secondary_key.code)));
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// All hotkey permutations are present so only push one (arbitrarily).
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if (keymap.size() == 1 || keymap[0] < keymap[1])
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hotkeys[mapping.name].emplace_back(keymap);
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}
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pCmptPrivate->pScriptInterface->ToJSVal(rq, &hotkeyMap, hotkeys);
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return hotkeyMap;
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}
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/**
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* @return a (js) object mapping scancode names to their locale-dependent name.
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*/
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JS::Value GetScancodeKeyNames(ScriptInterface::CmptPrivate* pCmptPrivate)
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{
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ScriptRequest rq(*pCmptPrivate->pScriptInterface);
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JS::RootedValue obj(rq.cx);
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std::unordered_map<std::string, std::string> map;
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// Get the name of all scancodes.
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// This is slightly wasteful but should be fine overall, they are dense.
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for (int i = 0; i < MOUSE_LAST; ++i)
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map[FindScancodeName(static_cast<SDL_Scancode>(i))] = FindKeyName(static_cast<SDL_Scancode>(i));
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pCmptPrivate->pScriptInterface->ToJSVal(rq, &obj, map);
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return obj;
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}
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void ReloadHotkeys(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
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{
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UnloadHotkeys();
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LoadHotkeys();
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}
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JS::Value GetConflicts(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue combination)
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{
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ScriptInterface* scriptInterface = pCmptPrivate->pScriptInterface;
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ScriptRequest rq(*scriptInterface);
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std::vector<std::string> keys;
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if (!scriptInterface->FromJSVal(rq, combination, keys))
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{
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LOGERROR("Invalid hotkey combination");
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return JS::NullValue();
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}
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if (keys.empty())
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return JS::NullValue();
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// Pick a random code as a starting point of the hotkeys (they are all equivalent).
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SDL_Scancode_ startCode = FindScancode(keys.back());
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std::unordered_map<SDL_Scancode_, KeyMapping>::const_iterator it = g_HotkeyMap.find(startCode);
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if (it == g_HotkeyMap.end())
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return JS::NullValue();
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// Create a sorted vector with the remaining keys.
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keys.pop_back();
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std::set<SKey> codes;
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for (const std::string& key : keys)
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codes.insert(SKey{ FindScancode(key), false });
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std::vector<CStr> conflicts;
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// This isn't very efficient, but we shouldn't iterate too many hotkeys
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// since we at least have one matching key.
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for (const SHotkeyMapping& keymap : it->second)
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{
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std::set<SKey> match(keymap.requires.begin(), keymap.requires.end());
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if (codes == match)
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conflicts.emplace_back(keymap.name);
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}
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if (conflicts.empty())
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return JS::NullValue();
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JS::RootedValue ret(rq.cx);
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scriptInterface->ToJSVal(rq, &ret, conflicts);
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return ret;
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}
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void JSI_Hotkey::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<JS::Value, &GetHotkeyMap>("GetHotkeyMap");
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scriptInterface.RegisterFunction<JS::Value, &GetScancodeKeyNames>("GetScancodeKeyNames");
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scriptInterface.RegisterFunction<void, &ReloadHotkeys>("ReloadHotkeys");
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scriptInterface.RegisterFunction<JS::Value, JS::HandleValue, &GetConflicts>("GetConflicts");
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}
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