0ad/source/ps/Hotkey.cpp
wraitii 0944856cc1 Allow hotkeys/config settings to be empty.
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.
2021-01-15 08:05:10 +00:00

353 lines
11 KiB
C++

/* Copyright (C) 2021 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/>.
*/
#include "precompiled.h"
#include "Hotkey.h"
#include <boost/tokenizer.hpp>
#include "lib/external_libraries/libsdl.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/ConfigDB.h"
#include "ps/Globals.h"
#include "ps/KeyName.h"
static bool unified[UNIFIED_LAST - UNIFIED_SHIFT];
std::unordered_map<int, KeyMapping> g_HotkeyMap;
std::unordered_map<std::string, bool> g_HotkeyStatus;
static_assert(std::is_integral<std::underlying_type<SDL_Scancode>::type>::value, "SDL_Scancode is not an integral enum.");
static_assert(SDL_USEREVENT_ == SDL_USEREVENT, "SDL_USEREVENT_ is not the same type as the real SDL_USEREVENT");
static_assert(UNUSED_HOTKEY_CODE == SDL_SCANCODE_UNKNOWN);
// Look up each key binding in the config file and set the mappings for
// all key combinations that trigger it.
static void LoadConfigBindings()
{
for (const std::pair<const CStr, CConfigValueSet>& configPair : g_ConfigDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."))
{
std::string hotkeyName = configPair.first.substr(7); // strip the "hotkey." prefix
if (configPair.second.empty())
{
// Unused hotkeys must still be registered in the map to appear in the hotkey editor.
SHotkeyMapping unusedCode;
unusedCode.name = hotkeyName;
unusedCode.negated = false;
g_HotkeyMap[UNUSED_HOTKEY_CODE].push_back(unusedCode);
continue;
}
for (const CStr& hotkey : configPair.second)
{
std::vector<SKey> keyCombination;
// Iterate through multiple-key bindings (e.g. Ctrl+I)
boost::char_separator<char> sep("+");
typedef boost::tokenizer<boost::char_separator<char> > tokenizer;
tokenizer tok(hotkey, sep);
for (tokenizer::iterator it = tok.begin(); it != tok.end(); ++it)
{
// Attempt decode as key name
SDL_Scancode scancode = FindScancode(it->c_str());
if (!scancode)
{
LOGWARNING("Hotkey mapping used invalid key '%s'", hotkey.c_str());
continue;
}
SKey key = { scancode, false };
keyCombination.push_back(key);
}
std::vector<SKey>::iterator itKey, itKey2;
for (itKey = keyCombination.begin(); itKey != keyCombination.end(); ++itKey)
{
SHotkeyMapping bindCode;
bindCode.name = hotkeyName;
bindCode.negated = itKey->negated;
for (itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); ++itKey2)
if (itKey != itKey2) // Push any auxiliary keys
bindCode.requires.push_back(*itKey2);
g_HotkeyMap[itKey->code].push_back(bindCode);
}
}
}
}
void LoadHotkeys()
{
LoadConfigBindings();
// Set up the state of the hotkeys given no key is down.
// i.e. find those hotkeys triggered by all negations.
for (const std::pair<const int, KeyMapping>& p : g_HotkeyMap)
for (const SHotkeyMapping& hotkey : p.second)
{
if (!hotkey.negated)
continue;
bool allNegated = true;
for (const SKey& k : hotkey.requires)
if (!k.negated)
allNegated = false;
if (allNegated)
g_HotkeyStatus[hotkey.name] = true;
}
}
void UnloadHotkeys()
{
g_HotkeyMap.clear();
g_HotkeyStatus.clear();
}
bool isNegated(const SKey& key)
{
// Normal keycodes are below EXTRA_KEYS_BASE
if ((int)key.code < EXTRA_KEYS_BASE && g_keys[key.code] == key.negated)
return false;
// Mouse 'keycodes' are after the modifier keys
else if ((int)key.code < MOUSE_LAST && (int)key.code > MOUSE_BASE && g_mouse_buttons[key.code - MOUSE_BASE] == key.negated)
return false;
// Modifier keycodes are between the normal keys and the mouse 'keys'
else if ((int)key.code < UNIFIED_LAST && (int)key.code > SDL_NUM_SCANCODES && unified[key.code - UNIFIED_SHIFT] == key.negated)
return false;
else
return true;
}
InReaction HotkeyStateChange(const SDL_Event_* ev)
{
if (ev->ev.type == SDL_HOTKEYPRESS)
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = true;
else if (ev->ev.type == SDL_HOTKEYUP)
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = false;
return IN_PASS;
}
InReaction HotkeyInputHandler(const SDL_Event_* ev)
{
int scancode = SDL_SCANCODE_UNKNOWN;
switch(ev->ev.type)
{
case SDL_KEYDOWN:
case SDL_KEYUP:
scancode = ev->ev.key.keysym.scancode;
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// Mousewheel events are no longer buttons, but we want to maintain the order
// expected by g_mouse_buttons for compatibility
if (ev->ev.button.button >= SDL_BUTTON_X1)
scancode = MOUSE_BASE + (int)ev->ev.button.button + 2;
else
scancode = MOUSE_BASE + (int)ev->ev.button.button;
break;
case SDL_MOUSEWHEEL:
if (ev->ev.wheel.y > 0)
{
scancode = MOUSE_WHEELUP;
break;
}
else if (ev->ev.wheel.y < 0)
{
scancode = MOUSE_WHEELDOWN;
break;
}
else if (ev->ev.wheel.x > 0)
{
scancode = MOUSE_X2;
break;
}
else if (ev->ev.wheel.x < 0)
{
scancode = MOUSE_X1;
break;
}
return IN_PASS;
default:
return IN_PASS;
}
// Somewhat hackish:
// Create phantom 'unified-modifier' events when left- or right- modifier keys are pressed
// Just send them to this handler; don't let the imaginary event codes leak back to real SDL.
SDL_Event_ phantom;
phantom.ev.type = ((ev->ev.type == SDL_KEYDOWN) || (ev->ev.type == SDL_MOUSEBUTTONDOWN)) ? SDL_KEYDOWN : SDL_KEYUP;
if (phantom.ev.type == SDL_KEYDOWN)
phantom.ev.key.repeat = ev->ev.type == SDL_KEYDOWN ? ev->ev.key.repeat : 0;
if (scancode == SDL_SCANCODE_LSHIFT || scancode == SDL_SCANCODE_RSHIFT)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_SHIFT);
unified[0] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if (scancode == SDL_SCANCODE_LCTRL || scancode == SDL_SCANCODE_RCTRL)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_CTRL);
unified[1] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if (scancode == SDL_SCANCODE_LALT || scancode == SDL_SCANCODE_RALT)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_ALT);
unified[2] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
else if (scancode == SDL_SCANCODE_LGUI || scancode == SDL_SCANCODE_RGUI)
{
phantom.ev.key.keysym.scancode = static_cast<SDL_Scancode>(UNIFIED_SUPER);
unified[3] = (phantom.ev.type == SDL_KEYDOWN);
HotkeyInputHandler(&phantom);
}
// Check whether we have any hotkeys registered for this particular keycode
if (g_HotkeyMap.find(scancode) == g_HotkeyMap.end())
return (IN_PASS);
// Inhibit the dispatch of hotkey events caused by real keys (not fake mouse button
// events) while the console is up.
bool consoleCapture = false;
if (g_Console && g_Console->IsActive() && scancode < SDL_NUM_SCANCODES)
consoleCapture = true;
// Here's an interesting bit:
// If you have an event bound to, say, 'F', and another to, say, 'Ctrl+F', pressing
// 'F' while control is down would normally fire off both.
// To avoid this, set the modifier keys for /all/ events this key would trigger
// (Ctrl, for example, is both group-save and bookmark-save)
// but only send a HotkeyPress/HotkeyDown event for the event with bindings most precisely
// matching the conditions (i.e. the event with the highest number of auxiliary
// keys, providing they're all down)
bool typeKeyDown = ( ev->ev.type == SDL_KEYDOWN ) || ( ev->ev.type == SDL_MOUSEBUTTONDOWN ) || (ev->ev.type == SDL_MOUSEWHEEL);
// -- KEYDOWN SECTION --
std::vector<const char*> closestMapNames;
size_t closestMapMatch = 0;
for (const SHotkeyMapping& hotkey : g_HotkeyMap[scancode])
{
// If a key has been pressed, and this event triggers on its release, skip it.
// Similarly, if the key's been released and the event triggers on a keypress, skip it.
if (hotkey.negated == typeKeyDown)
continue;
// Check for no unpermitted keys
bool accept = true;
for (const SKey& k : hotkey.requires)
{
accept = isNegated(k);
if (!accept)
break;
}
if (accept && !(consoleCapture && hotkey.name != "console.toggle"))
{
// Check if this is an equally precise or more precise match
if (hotkey.requires.size() + 1 >= closestMapMatch)
{
// Check if more precise
if (hotkey.requires.size() + 1 > closestMapMatch)
{
// Throw away the old less-precise matches
closestMapNames.clear();
closestMapMatch = hotkey.requires.size() + 1;
}
closestMapNames.push_back(hotkey.name.c_str());
}
}
}
for (size_t i = 0; i < closestMapNames.size(); ++i)
{
// Send a KeyPress event when a key is pressed initially and on mouseButton and mouseWheel events.
if (ev->ev.type != SDL_KEYDOWN || ev->ev.key.repeat == 0)
{
SDL_Event_ hotkeyPressNotification;
hotkeyPressNotification.ev.type = SDL_HOTKEYPRESS;
hotkeyPressNotification.ev.user.data1 = const_cast<char*>(closestMapNames[i]);
in_push_priority_event(&hotkeyPressNotification);
}
// Send a HotkeyDown event on every key, mouseButton and mouseWheel event.
// For keys the event is repeated depending on hardware and OS configured interval.
// On linux, modifier keys (shift, alt, ctrl) are not repeated, see https://github.com/SFML/SFML/issues/122.
SDL_Event_ hotkeyDownNotification;
hotkeyDownNotification.ev.type = SDL_HOTKEYDOWN;
hotkeyDownNotification.ev.user.data1 = const_cast<char*>(closestMapNames[i]);
in_push_priority_event(&hotkeyDownNotification);
}
// -- KEYUP SECTION --
for (const SHotkeyMapping& hotkey : g_HotkeyMap[scancode])
{
// If it's a keydown event, won't cause HotKeyUps in anything that doesn't
// use this key negated => skip them
// If it's a keyup event, won't cause HotKeyUps in anything that does use
// this key negated => skip them too.
if (hotkey.negated != typeKeyDown)
continue;
// Check for no unpermitted keys
bool accept = true;
for (const SKey& k : hotkey.requires)
{
accept = isNegated(k);
if (!accept)
break;
}
if (accept)
{
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = SDL_HOTKEYUP;
hotkeyNotification.ev.user.data1 = const_cast<char*>(hotkey.name.c_str());
in_push_priority_event(&hotkeyNotification);
}
}
return IN_PASS;
}
bool HotkeyIsPressed(const CStr& keyname)
{
return g_HotkeyStatus[keyname];
}