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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.
136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
/* Copyright (C) 2021 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_Main.h"
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#include "graphics/FontMetrics.h"
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#include "graphics/MapReader.h"
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#include "lib/sysdep/sysdep.h"
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#include "lib/utf8.h"
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#include "maths/MD5.h"
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#include "ps/CStrIntern.h"
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#include "ps/GUID.h"
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#include "ps/GameSetup/Atlas.h"
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#include "ps/Globals.h"
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#include "ps/Hotkey.h"
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#include "ps/Util.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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extern void QuitEngine();
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extern void StartAtlas();
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namespace JSI_Main
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{
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void QuitEngine()
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{
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::QuitEngine();
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}
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void StartAtlas()
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{
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::StartAtlas();
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}
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bool AtlasIsAvailable()
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{
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return ATLAS_IsAvailable();
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}
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bool IsAtlasRunning()
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{
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return g_AtlasGameLoop && g_AtlasGameLoop->running;
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}
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void OpenURL(const std::string& url)
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{
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sys_open_url(url);
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}
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std::wstring GetSystemUsername()
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{
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return sys_get_user_name();
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}
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std::wstring GetMatchID()
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{
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return ps_generate_guid().FromUTF8();
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}
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JS::Value LoadMapSettings(const ScriptInterface& scriptInterface, const VfsPath& pathname)
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{
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ScriptRequest rq(scriptInterface);
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CMapSummaryReader reader;
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if (reader.LoadMap(pathname) != PSRETURN_OK)
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return JS::UndefinedValue();
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JS::RootedValue settings(rq.cx);
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reader.GetMapSettings(scriptInterface, &settings);
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return settings;
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}
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// This value is recalculated once a frame. We take special care to
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// filter it, so it is both accurate and free of jitter.
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int GetFps()
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{
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if (!g_frequencyFilter)
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return 0;
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return g_frequencyFilter->StableFrequency();
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}
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int GetTextWidth(const std::string& fontName, const std::wstring& text)
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{
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int width = 0;
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int height = 0;
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CStrIntern _fontName(fontName);
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CFontMetrics fontMetrics(_fontName);
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fontMetrics.CalculateStringSize(text.c_str(), width, height);
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return width;
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}
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std::string CalculateMD5(const std::string& input)
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{
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u8 digest[MD5::DIGESTSIZE];
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MD5 m;
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m.Update((const u8*)input.c_str(), input.length());
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m.Final(digest);
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return Hexify(digest, MD5::DIGESTSIZE);
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}
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void RegisterScriptFunctions(const ScriptRequest& rq)
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{
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ScriptFunction::Register<&QuitEngine>(rq, "Exit");
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ScriptFunction::Register<&StartAtlas>(rq, "RestartInAtlas");
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ScriptFunction::Register<&AtlasIsAvailable>(rq, "AtlasIsAvailable");
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ScriptFunction::Register<&IsAtlasRunning>(rq, "IsAtlasRunning");
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ScriptFunction::Register<&OpenURL>(rq, "OpenURL");
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ScriptFunction::Register<&GetSystemUsername>(rq, "GetSystemUsername");
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ScriptFunction::Register<&GetMatchID>(rq, "GetMatchID");
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ScriptFunction::Register<&LoadMapSettings>(rq, "LoadMapSettings");
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ScriptFunction::Register<&GetFps>(rq, "GetFPS");
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ScriptFunction::Register<&GetTextWidth>(rq, "GetTextWidth");
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ScriptFunction::Register<&CalculateMD5>(rq, "CalculateMD5");
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}
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}
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