forked from 0ad/0ad
Ykkrosh
2d1be3d47e
SDL queues up all the input events received in a frame. When the hotkey system saw a key up/down event, it immediately updated its HotkeyIsPressed state and then pushed a hotkey event onto the end of the queue. If the initial queue was e.g. [key-down shift, key-press Z, key-up shift], the hotkey event triggered by Z would be processed after the key-up shift had updated the HotkeyIsPressed state, so the handler of the Z hotkey would not think the shift hotkey was pressed. If the initial queue was e.g. [key-press Z, mouse-click], the hotkey triggered by Z would be processed after the mouse-click event, so it could apply to the wrong building selection. Fix by pushing the hotkey events onto a special queue that gets processed before any subsequent SDL input events. Also update the HotkeyIsPressed status when the HOTKEYDOWN/HOTKEYUP events are processed, not when they are generated, to guarantee they are consistent with the DOWN/UP events. Fixes #1869. This was SVN commit r14057.
405 lines
12 KiB
C++
405 lines
12 KiB
C++
/* Copyright (C) 2013 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 "Hotkey.h"
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#include "lib/input.h"
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#include "ConfigDB.h"
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#include "CLogger.h"
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#include "CConsole.h"
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#include "CStr.h"
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#include "ps/Globals.h"
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#include "KeyName.h"
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static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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#define SDLKEY SDL_Keycode
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#else
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#define SDLKEY SDLKey
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#endif
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struct SKey
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{
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SDLKEY code; // keycode or MOUSE_ or UNIFIED_ value
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bool negated; // whether the key must be pressed (false) or unpressed (true)
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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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bool negated; // whether the primary key must be pressed (false) or unpressed (true)
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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 keycodes 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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static std::map<int, KeyMapping> g_HotkeyMap;
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// The current pressed status of hotkeys
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std::map<std::string, bool> g_HotkeyStatus;
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// Look up each key binding in the config file and set the mappings for
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// all key combinations that trigger it.
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static void LoadConfigBindings()
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{
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std::map<CStr, CConfigValueSet> bindings = g_ConfigDB.GetValuesWithPrefix( CFG_COMMAND, "hotkey." );
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CParser multikeyParser;
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multikeyParser.InputTaskType( "multikey", "<[~$arg(_negate)]$value_+_>_[~$arg(_negate)]$value" );
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for( std::map<CStr, CConfigValueSet>::iterator bindingsIt = bindings.begin(); bindingsIt != bindings.end(); ++bindingsIt )
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{
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std::string hotkeyName = bindingsIt->first.substr(7); // strip the "hotkey." prefix
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for( CConfigValueSet::iterator it = bindingsIt->second.begin(); it != bindingsIt->second.end(); ++it )
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{
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std::string hotkey;
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if( it->GetString( hotkey ) )
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{
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std::vector<SKey> keyCombination;
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CParserLine multikeyIdentifier;
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multikeyIdentifier.ParseString( multikeyParser, hotkey );
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// Iterate through multiple-key bindings (e.g. Ctrl+I)
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bool negateNext = false;
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for( size_t t = 0; t < multikeyIdentifier.GetArgCount(); t++ )
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{
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if( multikeyIdentifier.GetArgString( (int)t, hotkey ) )
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{
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if( hotkey == "_negate" )
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{
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negateNext = true;
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continue;
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}
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// Attempt decode as key name
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int mapping = FindKeyCode( hotkey );
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// Attempt to decode as a negation of a keyname
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// Yes, it's going a bit far, perhaps.
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// Too powerful for most uses, probably.
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// However, it got some hardcoding out of the engine.
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// Thus it makes me happy.
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if( !mapping )
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{
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LOGWARNING(L"Hotkey mapping used invalid key '%hs'", hotkey.c_str() );
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continue;
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}
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SKey key = { (SDLKEY)mapping, negateNext };
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keyCombination.push_back(key);
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negateNext = false;
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}
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}
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std::vector<SKey>::iterator itKey, itKey2;
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for( itKey = keyCombination.begin(); itKey != keyCombination.end(); ++itKey )
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{
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SHotkeyMapping bindCode;
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bindCode.name = hotkeyName;
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bindCode.negated = itKey->negated;
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for( itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); ++itKey2 )
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{
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// Push any auxiliary keys.
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if( itKey != itKey2 )
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bindCode.requires.push_back( *itKey2 );
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}
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g_HotkeyMap[itKey->code].push_back( bindCode );
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}
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}
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}
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}
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}
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void LoadHotkeys()
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{
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InitKeyNameMap();
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LoadConfigBindings();
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// Set up the state of the hotkeys given no key is down.
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// i.e. find those hotkeys triggered by all negations.
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for( std::map<int, KeyMapping>::iterator mapIt = g_HotkeyMap.begin(); mapIt != g_HotkeyMap.end(); ++mapIt )
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{
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KeyMapping& hotkeyMap = mapIt->second;
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for( std::vector<SHotkeyMapping>::iterator it = hotkeyMap.begin(); it != hotkeyMap.end(); ++it )
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{
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if( !it->negated )
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continue;
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bool allNegated = true;
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for( std::vector<SKey>::iterator j = it->requires.begin(); j != it->requires.end(); ++j )
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if( !j->negated )
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allNegated = false;
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if( allNegated )
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g_HotkeyStatus[it->name] = true;
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}
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}
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}
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InReaction HotkeyInputHandler( const SDL_Event_* ev )
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{
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int keycode = 0;
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switch( ev->ev.type )
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{
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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keycode = (int)ev->ev.key.keysym.sym;
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if ((int)ev->ev.button.button <= SDL_BUTTON_RIGHT)
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#elif SDL_VERSION_ATLEAST(1, 2, 13)
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if ((int)ev->ev.button.button <= SDL_BUTTON_X2)
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#else
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if ((int)ev->ev.button.button <= SDL_BUTTON_WHEELDOWN)
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#endif
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{
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keycode = CUSTOM_SDL_KEYCODE + (int)ev->ev.button.button;
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break;
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}
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return IN_PASS;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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case SDL_MOUSEWHEEL:
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if (ev->ev.wheel.y > 0)
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{
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keycode = MOUSE_WHEELUP;
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break;
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}
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else if (ev->ev.wheel.y < 0)
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{
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keycode = MOUSE_WHEELDOWN;
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break;
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}
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return IN_PASS;
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#endif
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case SDL_HOTKEYDOWN:
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g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = true;
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return IN_PASS;
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case SDL_HOTKEYUP:
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g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = false;
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return IN_PASS;
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default:
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return IN_PASS;
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}
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// Rather ugly hack to make the '"' key work better on a MacBook Pro on Windows so it doesn't
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// always close the console. (Maybe this would be better handled in wsdl or something?)
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if (keycode == SDLK_BACKQUOTE && (ev->ev.key.keysym.unicode == '\'' || ev->ev.key.keysym.unicode == '"'))
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keycode = ev->ev.key.keysym.unicode;
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// Somewhat hackish:
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// Create phantom 'unified-modifier' events when left- or right- modifier keys are pressed
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// Just send them to this handler; don't let the imaginary event codes leak back to real SDL.
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SDL_Event_ phantom;
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phantom.ev.type = ( ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ) ) ? SDL_KEYDOWN : SDL_KEYUP;
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if( ( keycode == SDLK_LSHIFT ) || ( keycode == SDLK_RSHIFT ) )
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{
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phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_SHIFT;
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unified[0] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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else if( ( keycode == SDLK_LCTRL ) || ( keycode == SDLK_RCTRL ) )
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{
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phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_CTRL;
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unified[1] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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else if( ( keycode == SDLK_LALT ) || ( keycode == SDLK_RALT ) )
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{
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phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_ALT;
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unified[2] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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else if( ( keycode == SDLK_LGUI ) || ( keycode == SDLK_RGUI ) )
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#else // SDL 1.2
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else if( ( keycode == SDLK_LSUPER ) || ( keycode == SDLK_RSUPER ) || ( keycode == SDLK_LMETA ) || ( keycode == SDLK_RMETA) )
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#endif
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{
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phantom.ev.key.keysym.sym = (SDLKEY)UNIFIED_SUPER;
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unified[3] = ( phantom.ev.type == SDL_KEYDOWN );
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HotkeyInputHandler( &phantom );
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}
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// Check whether we have any hotkeys registered for this particular keycode
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if( g_HotkeyMap.find(keycode) == g_HotkeyMap.end() )
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return( IN_PASS );
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// Inhibit the dispatch of hotkey events caused by real keys (not fake mouse button
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// events) while the console is up.
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bool consoleCapture = false;
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if( g_Console->IsActive() && keycode < CUSTOM_SDL_KEYCODE )
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consoleCapture = true;
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// Here's an interesting bit:
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// If you have an event bound to, say, 'F', and another to, say, 'Ctrl+F', pressing
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// 'F' while control is down would normally fire off both.
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// To avoid this, set the modifier keys for /all/ events this key would trigger
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// (Ctrl, for example, is both group-save and bookmark-save)
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// but only send a HotkeyDown event for the event with bindings most precisely
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// matching the conditions (i.e. the event with the highest number of auxiliary
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// keys, providing they're all down)
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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bool typeKeyDown = ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ) || (ev->ev.type == SDL_MOUSEWHEEL);
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#else
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bool typeKeyDown = ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN );
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#endif
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// -- KEYDOWN SECTION --
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std::vector<const char*> closestMapNames;
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size_t closestMapMatch = 0;
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for( std::vector<SHotkeyMapping>::iterator it = g_HotkeyMap[keycode].begin(); it < g_HotkeyMap[keycode].end(); ++it )
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{
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// If a key has been pressed, and this event triggers on its release, skip it.
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// Similarly, if the key's been released and the event triggers on a keypress, skip it.
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if( it->negated == typeKeyDown )
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continue;
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// Check to see if all auxiliary keys are down
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bool accept = true;
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for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); ++itKey )
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{
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bool rqdState = !itKey->negated;
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if( (int)itKey->code < CUSTOM_SDL_KEYCODE )
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{
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if( g_keys[itKey->code] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_SHIFT )
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{
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if( g_mouse_buttons[itKey->code - CUSTOM_SDL_KEYCODE] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_LAST )
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{
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if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
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}
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}
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if( accept && !( consoleCapture && it->name != "console.toggle" ) )
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{
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// Check if this is an equally precise or more precise match
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if( it->requires.size() + 1 >= closestMapMatch )
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{
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// Check if more precise
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if( it->requires.size() + 1 > closestMapMatch )
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{
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// Throw away the old less-precise matches
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closestMapNames.clear();
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closestMapMatch = it->requires.size() + 1;
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}
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closestMapNames.push_back(it->name.c_str());
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}
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}
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}
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for (size_t i = 0; i < closestMapNames.size(); ++i)
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{
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SDL_Event_ hotkeyNotification;
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hotkeyNotification.ev.type = SDL_HOTKEYDOWN;
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hotkeyNotification.ev.user.data1 = const_cast<char*>(closestMapNames[i]);
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in_push_priority_event(&hotkeyNotification);
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}
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// -- KEYUP SECTION --
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for( std::vector<SHotkeyMapping>::iterator it = g_HotkeyMap[keycode].begin(); it < g_HotkeyMap[keycode].end(); ++it )
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{
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// If it's a keydown event, won't cause HotKeyUps in anything that doesn't
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// use this key negated => skip them
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// If it's a keyup event, won't cause HotKeyUps in anything that does use
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// this key negated => skip them too.
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if( it->negated != typeKeyDown )
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continue;
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// Check to see if all auxiliary keys are down
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bool accept = true;
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for( std::vector<SKey>::iterator itKey = it->requires.begin(); itKey != it->requires.end(); ++itKey )
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{
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bool rqdState = !itKey->negated;
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if( (int)itKey->code < CUSTOM_SDL_KEYCODE )
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{
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if( g_keys[itKey->code] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_SHIFT )
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{
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if( g_mouse_buttons[itKey->code - CUSTOM_SDL_KEYCODE] != rqdState ) accept = false;
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}
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else if( (int)itKey->code < UNIFIED_LAST )
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{
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if( unified[itKey->code - UNIFIED_SHIFT] != rqdState ) accept = false;
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}
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}
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if( accept )
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{
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SDL_Event_ hotkeyNotification;
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hotkeyNotification.ev.type = SDL_HOTKEYUP;
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hotkeyNotification.ev.user.data1 = const_cast<char*>(it->name.c_str());
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in_push_priority_event(&hotkeyNotification);
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}
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}
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return( IN_PASS );
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}
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bool HotkeyIsPressed(const CStr& keyname)
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{
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return g_HotkeyStatus[keyname];
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}
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