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forked from 0ad/0ad
0ad/source/ps/KeyName.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

59 lines
2.0 KiB
C++

/* Copyright (C) 2017 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_KEYNAME
#define INCLUDED_KEYNAME
// Need SDLK_* enum values.
#include "lib/external_libraries/libsdl.h"
class CStr8;
extern SDL_Scancode FindScancode(const CStr& keyname);
// Map a scancode to a locale-independent scancode name.
extern CStr8 FindScancodeName(SDL_Scancode scancode);
// Map a scancode to a locale-dependent key name (to show the user).
extern CStr8 FindKeyName(SDL_Scancode scancode);
enum {
// Start sequential IDs in the right place
// Pick a code which is greater than any scancodes used by SDL itself
EXTRA_KEYS_BASE = SDL_NUM_SCANCODES,
// 'Keycodes' for the unified modifier keys
UNIFIED_SHIFT,
UNIFIED_CTRL,
UNIFIED_ALT,
UNIFIED_SUPER,
UNIFIED_LAST,
// 'Keycodes' for the mouse buttons
// Base for mouse buttons.
// Everything less than MOUSE_BASE is not reported by an SDL mouse button event.
// Everything greater than MOUSE_BASE is reported by an SDL mouse button event.
MOUSE_BASE,
MOUSE_LEFT = MOUSE_BASE + SDL_BUTTON_LEFT,
MOUSE_MIDDLE = MOUSE_BASE + SDL_BUTTON_MIDDLE,
MOUSE_RIGHT = MOUSE_BASE + SDL_BUTTON_RIGHT,
// SDL2 doesn't count wheels as buttons, so just give them the previous sequential IDs
MOUSE_WHEELUP = MOUSE_BASE + 4,
MOUSE_WHEELDOWN = MOUSE_BASE + 5,
MOUSE_X1 = MOUSE_BASE + SDL_BUTTON_X1 + 2,
MOUSE_X2 = MOUSE_BASE + SDL_BUTTON_X2 + 2,
MOUSE_LAST,
};
#endif // #ifndef INCLUDED_KEYNAME