Users may generate key presses that don't map to a distinct SDL scancode
and will be mapped SDL_SCANCODE_UNKNOWN instead. Using the same ID for
unmapped hotkeys means any such key press will execute unset hotkeys. As
luck would have it in #7644 this leads to calling "Custom exit to
desktop" if the hotkey is unbound as is the default.
So simply use a code for unused hotkeys that doesn't map to any SDL
scancodes.
Fixes: #7644
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
Swap an std::set for an std::vector, the set was useful only in an
earlier iteration of the diff. This fixes nopch.
Differential Revision: https://code.wildfiregames.com/D3790
This was SVN commit r25195.
This is necessary following 2d53308e1b, which now handles key-up in
input to prevent hotkeys from firing then.
Hotkeys are a global system, which means opening e.g. the chat window or
the summary does't reset things. If you press "S" to scroll the in-game
camera down, then press 'return' to open the chat, the camera keeps
scrolling down. Following 2d53308e1b, it never released since it never
got the keyup.
To handle this nicely, we need to explicitly clear hotkeys when input
boxes get focus (respectively the console).
Differential Revision: https://code.wildfiregames.com/D3797
This was SVN commit r25186.
- Fix mistake in 4b46c09222 (similar to one in a4852c4c01) that allowed
hotkeys to fire while typing in the console.
- Prevent Alt+key to fire hotkeys in input boxes & console as that is
often text input.
- Split the hotkey triggering logic in two: a preparatory phase & an
actual firing phase.
This allows the GUI code to check which hotkeys are about to fire and
selectively allow them to go through. This makes it easier to change
hardcoded hotkeys, such as the console toggling one.
Differential Revision: https://code.wildfiregames.com/D3786
This was SVN commit r25180.
Mouse wheel hotkeys behave differently from other hotkeys (mouse
button/keys) in that they are transient: they're always pressed/released
in one go.
As such:
- They shouldn't be added to the stored pressedHotkeys
- They shouldn't be added to active scancodes.
This fixes these issues from 4b46c09222 & also skips un-necessary
processing in those cases.
Reported by: Imarok.
Differential Revision: https://code.wildfiregames.com/D3782
This was SVN commit r25176.
Follows d0a42f2f00.
Because only the most specific hotkeys can be active at any time,
releasing a key may require re-activating less specific hotkeys.
There were two issues with this behaviour:
- It was buggy, as it only checked one active key, when any still active
key can trigger hotkeys.
- "HotkeyPress" and "HotkeyDown" events where sent, as if the hotkey was
pressed, which was unexpected for most code/users (it is unusual to have
a "Press" event on key release).
This fixes these issues by "silently" re-triggering the hotkeys in such
a case. It also makes it easier for JS code to use "hotkeyPress" instead
of "hotkeyDown" for non-continuous behaviour.
Accepted By: nani
Fixes#6123
Refs #6064 (fixes the problem, but not the code weirdness)
Differential Revision: https://code.wildfiregames.com/D3766
This was SVN commit r25169.
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.
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#5930Fixes#5927
Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
a4852c4c01 changed hotkeys to use scancode, but didn't change g_keys to
reflect that, and this could break hotkey release.
This fixes that by explicitly using scancodes. Note that we might want a
g_keys map in the future, but it seems un-necessary at the moment.
Also remove the last remnants of 'negated' hotkeys, which were disabled
following b995135138.
Tested By: OptimusShepard
Fixes#5922
Differential Revision: https://code.wildfiregames.com/D3379
This was SVN commit r24645.
This changes ConfigDB to support empty settings, marked with `= ""`. It
also changes hotkey to handle unused hotkeys, but stil have them appear
in the hotkey editor.
Fixes an issue where the current editor would bug when saving an empty
hotkey.
Removes the old system for unused hotkeys, adjust hotkey files
accordingly.
Reported by: FeldFeld
Differential Revision: https://code.wildfiregames.com/D3307
This was SVN commit r24618.
- 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.
Change HotkeyPress event to be non-repeating (HotkeyDown to replace the
repeating case)
Fix shiftlag
Make toggle hotkeys only respond to the first SDL event.
Many iterations of review by: elexis
Test done by: Imarok
Comments By: vladislav, Stan
Reviewed By: wraitii
Fixes: #5055
Differential Revision: https://code.wildfiregames.com/D1398
This was SVN commit r23701.
This is a semi-revert of 78bc56f33e and a correct fix for #3194.
The core issue is that the GUI handler must come behore the hotkey
handler, otherwise typing in boxes can set off hotkeys, and the hotkey
handler is repsonsible for updating the hotkey state.
Thus the GUI handler never has an up-to-date hotkey state, since that's
done later. 78bc56f33e fixed that by calling HotkeyInputHandler
manually, but that was still broken in some (unused) cases and was hacky
(indeed, it even looked hacky as noted by elexis).
The simplest fix is to split the 'hotkey creator' handler from the
'hotkey state change' handler, and run the 'hotkey state change handler'
before any other handler. Thus the gui handler remains in front of the
'hotkey creator' handler, but it has a correct hotkey state at any time.
Differential Revision: https://code.wildfiregames.com/D1839
This was SVN commit r22909.
This improves our international keyboard until we completely rework the
hotkey system which seems to be quite legacy at this point.
Reviewed by Itms.
Differential Revision: https://code.wildfiregames.com/D303
This was SVN commit r19624.
Remove the "sdl1" option from premake4.lua (thanks historic_bruno).
Improve isUnprintableChar indentation, resolve two defines, change SDL*
to SDL2 in premake (thanks leper).
This was SVN commit r17479.
Everything is char* now, so we don't need to mess around with different
string types.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs perl
-pi -e'1 while
s/(LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR).*)%[hl]s/$1%s/g'
This was SVN commit r16187.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed
-i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g'
This was SVN commit r16183.
Properly write config settings with multiple values back to files. Refs
#1810.
Print error messages if we encountered an invalid setting.
This was SVN commit r15980.
* Adds SDL color cursor implementation
* Adds config option for choosing preferred display in multimonitor
setup
* Uses text input API to better handle CJK input
* Fixes various hotkey and input bugs
SDL 1.2 is still the default and recommended, to test experimental SDL2
support, pass the --sdl2 flag to update-workspaces
This was SVN commit r15767.
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.
Support SDL_CONFIG environment variable in update-workspaces to pick
non-default sdl-config.
Avoid non-standard use of SDL/ in include paths.
This was SVN commit r10895.
Remove percent-of-parent and percent-of-frame timings since they're not
particularly useful.
Simplify profiler update code by using RingBuf.
Handle profiler keys via character codes rather than keysyms, to
hopefully work with different keyboard layouts.
Make console intercept all keys, to stop digits, shift-D, etc having
unexpected side-effects.
Disable console copy/paste when console is inactive.
This was SVN commit r8960.
Support ctrl for removing entities from selection.
Move big screenshot hotkey to shift+F2.
Increase mouse wheel rotation speed.
Fix HotkeyIsPressed when a more specific hotkey was matched instead.
Support multiple hotkeys with the same binding.
Use hotkeys instead of raw key events in GUI.
Delete some obsolete hotkey definitions.
Remove unused broken EntitySelection toggle method.
This was SVN commit r8546.
Simplify hotkey system to use strings consistently.
Restrict scope of GUI hotkey bindings to the associated page.
Avoid hard-coding list of hotkeys.
Clean up the code a little bit and fix some bugs.
Remove unused "!" prefix for key negation.
Fixes#567.
This was SVN commit r8444.