0ad/source/ps/Hotkey.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
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.
2023-07-27 20:54:46 +00:00

481 lines
17 KiB
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/* 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;
namespace {
std::unordered_map<std::string, bool> g_HotkeyStatus;
struct PressedHotkey
{
PressedHotkey(const SHotkeyMapping* m, bool t) : mapping(m), retriggered(t) {};
// NB: this points to one of g_HotkeyMap's mappings. It works because that std::unordered_map is stable once constructed.
const SHotkeyMapping* mapping;
// Whether the hotkey was triggered by a key release (silences "press" and "up" events).
bool retriggered;
};
struct ReleasedHotkey
{
ReleasedHotkey(const char* n, bool t) : name(n), wasRetriggered(t) {};
const char* name;
bool wasRetriggered;
};
// 'In-flight' state used because the hotkey triggering process is split in two phase.
// These hotkeys may still be stopped if the event responsible for triggering them is handled
// before it can be used to generate the hotkeys.
std::vector<PressedHotkey> newPressedHotkeys;
// Stores the 'specificity' of the newly pressed hotkeys.
size_t closestMapMatch = 0;
// This is merely used to ensure consistency in EventWillFireHotkey.
const SDL_Event_* currentEvent;
// List of currently pressed hotkeys. This is used to quickly reset hotkeys.
// This is an unsorted vector because there will generally be very few elements,
// so it's presumably faster than std::set.
std::vector<PressedHotkey> pressedHotkeys;
// List of active keys relevant for hotkeys.
std::vector<SDL_Scancode_> activeScancodes;
}
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(CConfigDB& configDB)
{
for (const std::pair<const CStr, CConfigValueSet>& configPair : configDB.GetValuesWithPrefix(CFG_COMMAND, "hotkey."))
{
std::string hotkeyName = configPair.first.substr(7); // strip the "hotkey." prefix
// "unused" is kept or the A23->24 migration, this can likely be removed in A25.
if (configPair.second.empty() || (configPair.second.size() == 1 && configPair.second.front() == "unused"))
{
// Unused hotkeys must still be registered in the map to appear in the hotkey editor.
SHotkeyMapping unusedCode;
unusedCode.name = hotkeyName;
unusedCode.primary = SKey{ UNUSED_HOTKEY_CODE };
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 };
keyCombination.push_back(key);
}
std::vector<SKey>::iterator itKey, itKey2;
for (itKey = keyCombination.begin(); itKey != keyCombination.end(); ++itKey)
{
SHotkeyMapping bindCode;
bindCode.name = hotkeyName;
bindCode.primary = SKey{ itKey->code };
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(CConfigDB& configDB)
{
pressedHotkeys.clear();
LoadConfigBindings(configDB);
}
void UnloadHotkeys()
{
pressedHotkeys.clear();
g_HotkeyMap.clear();
g_HotkeyStatus.clear();
}
bool isPressed(const SKey& key)
{
// Normal keycodes are below EXTRA_KEYS_BASE
if ((int)key.code < EXTRA_KEYS_BASE)
return g_scancodes[key.code];
// Mouse 'keycodes' are after the modifier keys
else if ((int)key.code < MOUSE_LAST && (int)key.code > MOUSE_BASE)
return g_mouse_buttons[key.code - MOUSE_BASE];
// Modifier keycodes are between the normal keys and the mouse 'keys'
else if ((int)key.code < UNIFIED_LAST && (int)key.code > SDL_NUM_SCANCODES)
return unified[key.code - UNIFIED_SHIFT];
// This codepath shouldn't be taken, but not having it triggers warnings.
else
return false;
}
InReaction HotkeyStateChange(const SDL_Event_* ev)
{
if (ev->ev.type == SDL_HOTKEYPRESS || ev->ev.type == SDL_HOTKEYPRESS_SILENT)
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = true;
else if (ev->ev.type == SDL_HOTKEYUP || ev->ev.type == SDL_HOTKEYUP_SILENT)
g_HotkeyStatus[static_cast<const char*>(ev->ev.user.data1)] = false;
return IN_PASS;
}
InReaction HotkeyInputPrepHandler(const SDL_Event_* ev)
{
int scancode = SDL_SCANCODE_UNKNOWN;
// Restore default state.
newPressedHotkeys.clear();
currentEvent = nullptr;
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);
return HotkeyInputPrepHandler(&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);
return HotkeyInputPrepHandler(&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);
return HotkeyInputPrepHandler(&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);
return HotkeyInputPrepHandler(&phantom);
}
// Check whether we have any hotkeys registered that include this scancode.
if (g_HotkeyMap.find(scancode) == g_HotkeyMap.end())
return IN_PASS;
currentEvent = ev;
/**
* Hotkey behaviour spec (see also tests):
* - If both 'F' and 'Ctrl+F' are hotkeys, and Ctrl & F keys are down, then the more specific one only is fired ('Ctrl+F' here).
* - If 'Ctrl+F' and 'Ctrl+A' are both hotkeys, both may fire simulatenously (respectively without Ctrl).
* - However, per the first point, 'Ctrl+Shift+F' would fire alone in that situation.
* - "Press" is sent once, when the hotkey is initially triggered.
* - "Up" is sent once, when the hotkey is released or superseded by a more specific hotkey.
* - "Down" is sent repeatedly, and is also sent alongside the inital "Press".
* - As a special case (see below), "Down" is not sent alongside "PressSilent".
* - If 'Ctrl+F' is active, and 'Ctrl' is released, 'F' must become active again.
* - However, the "Press" event is _not_ fired. Instead, "PressSilent" is.
* - Likewise, once 'F' is released, the "Up" event will be a "UpSilent".
* (the reason is that it is unexpected to trigger a press on key release).
* - Hotkeys are allowed to fire with extra keys (e.g. Ctrl+F+A still triggers 'Ctrl+F').
* - If 'F' and 'Ctrl+F' trigger the same hotkey, adding 'Ctrl' _and_ releasing 'Ctrl' will trigger new 'Press' events.
* The "Up" event is only sent when both Ctrl & F are released.
* - This is somewhat unexpected/buggy, but it makes the implementation easier and is easily avoidable for players.
* - Wheel scrolling is 'instantaneous' behaviour and is essentially entirely separate from the above.
* - It won't untrigger other hotkeys, and fires/releases on the same 'key event'.
* Note that mouse buttons/wheel inputs can fire hotkeys, in combinations with keys.
* ...Yes, this is all surprisingly complex.
*/
bool isReleasedKey = ev->ev.type == SDL_KEYUP || ev->ev.type == SDL_MOUSEBUTTONUP;
// Wheel events are pressed & released in the same go.
bool isInstantaneous = ev->ev.type == SDL_MOUSEWHEEL;
if (!isInstantaneous)
{
std::vector<SDL_Scancode_>::iterator it = std::find(activeScancodes.begin(), activeScancodes.end(), scancode);
// This prevents duplicates, assuming we might end up in a weird state - feels safer with input.
if (isReleasedKey && it != activeScancodes.end())
activeScancodes.erase(it);
else if (!isReleasedKey && it == activeScancodes.end())
activeScancodes.emplace_back(scancode);
}
std::vector<SDL_Scancode_> triggers;
if (!isReleasedKey || isInstantaneous)
triggers.push_back(scancode);
else
// If the key is released, we need to check all less precise hotkeys again, to see if we should retrigger some.
for (SDL_Scancode_ code : activeScancodes)
triggers.push_back(code);
// Now check if we need to trigger new hotkeys / retrigger hotkeys.
// We'll need the match-level and the keys in play to release currently pressed hotkeys.
closestMapMatch = 0;
for (SDL_Scancode_ code : triggers)
for (const SHotkeyMapping& hotkey : g_HotkeyMap[code])
{
// Ensure no duplications in the new list.
if (std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
[&hotkey](const PressedHotkey& v){ return v.mapping->name == hotkey.name; }) != newPressedHotkeys.end())
continue;
bool accept = true;
for (const SKey& k : hotkey.requires)
{
accept = isPressed(k);
if (!accept)
break;
}
if (!accept)
continue;
// 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
newPressedHotkeys.clear();
closestMapMatch = hotkey.requires.size() + 1;
}
newPressedHotkeys.emplace_back(&hotkey, isReleasedKey);
}
}
return IN_PASS;
}
InReaction HotkeyInputActualHandler(const SDL_Event_* ev)
{
if (!currentEvent)
return IN_PASS;
bool isInstantaneous = ev->ev.type == SDL_MOUSEWHEEL;
// TODO: it's probably possible to break hotkeys somewhat if the "Up" event that would release a hotkey is handled
// by a priori handler - it might be safer to do that in the 'Prep' phase.
std::vector<ReleasedHotkey> releasedHotkeys;
// For instantaneous events, we don't update the pressedHotkeys (i.e. currently active hotkeys),
// we just fire/release the triggered hotkeys transiently.
// Therefore, skip the whole 'check pressedHotkeys & swap with newPressedHotkeys' logic.
if (!isInstantaneous)
{
for (PressedHotkey& hotkey : pressedHotkeys)
{
bool addingAnew = std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
[&hotkey](const PressedHotkey& v){ return v.mapping->name == hotkey.mapping->name; }) != newPressedHotkeys.end();
// Update the triggered status to match our current state.
if (addingAnew)
std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
[&hotkey](const PressedHotkey& v){ return v.mapping->name == hotkey.mapping->name; })->retriggered = hotkey.retriggered;
// If the already-pressed hotkey has a lower specificity than the new hotkey(s), de-activate it.
else if (hotkey.mapping->requires.size() + 1 < closestMapMatch)
{
releasedHotkeys.emplace_back(hotkey.mapping->name.c_str(), hotkey.retriggered);
continue;
}
// Check that the hotkey still matches all active keys.
bool accept = isPressed(hotkey.mapping->primary);
if (accept)
for (const SKey& k : hotkey.mapping->requires)
{
accept = isPressed(k);
if (!accept)
break;
}
if (!accept && !addingAnew)
releasedHotkeys.emplace_back(hotkey.mapping->name.c_str(), hotkey.retriggered);
else if (accept)
{
// If this hotkey has higher specificity than the new hotkeys we wanted to trigger/retrigger,
// then discard this new addition(s). This works because at any given time, all hotkeys
// active must have the same specificity.
if (hotkey.mapping->requires.size() + 1 > closestMapMatch)
{
closestMapMatch = hotkey.mapping->requires.size() + 1;
newPressedHotkeys.clear();
newPressedHotkeys.emplace_back(hotkey.mapping, hotkey.retriggered);
}
else if (!addingAnew)
newPressedHotkeys.emplace_back(hotkey.mapping, hotkey.retriggered);
}
}
pressedHotkeys.swap(newPressedHotkeys);
}
for (const PressedHotkey& hotkey : isInstantaneous ? newPressedHotkeys : pressedHotkeys)
{
// Send a KeyPress event when a hotkey 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 = hotkey.retriggered ? SDL_HOTKEYPRESS_SILENT : SDL_HOTKEYPRESS;
hotkeyPressNotification.ev.user.data1 = const_cast<char*>(hotkey.mapping->name.c_str());
in_push_priority_event(&hotkeyPressNotification);
}
// Send a HotkeyDown event on every key, mouseButton and mouseWheel event.
// The exception is on the first retriggering: hotkeys may fire transiently
// while a user lifts fingers off multi-key hotkeys, and listeners to "hotkeydown"
// generally don't expect that to trigger then.
// (It might be better to check for HotkeyIsPressed, however).
// 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.
if (ev->ev.key.repeat == 0 && hotkey.retriggered)
continue;
SDL_Event_ hotkeyDownNotification;
hotkeyDownNotification.ev.type = SDL_HOTKEYDOWN;
hotkeyDownNotification.ev.user.data1 = const_cast<char*>(hotkey.mapping->name.c_str());
in_push_priority_event(&hotkeyDownNotification);
}
// Release instantaneous events (e.g. mouse wheel) right away.
if (isInstantaneous)
for (const PressedHotkey& hotkey : newPressedHotkeys)
releasedHotkeys.emplace_back(hotkey.mapping->name.c_str(), false);
for (const ReleasedHotkey& hotkey : releasedHotkeys)
{
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = hotkey.wasRetriggered ? SDL_HOTKEYUP_SILENT : SDL_HOTKEYUP;
hotkeyNotification.ev.user.data1 = const_cast<char*>(hotkey.name);
in_push_priority_event(&hotkeyNotification);
}
return IN_PASS;
}
bool EventWillFireHotkey(const SDL_Event_* ev, const CStr& keyname)
{
// Sanity check of sort. This parameter mostly exists because it looks right from the caller's perspective.
if (ev != currentEvent || !currentEvent)
return false;
return std::find_if(newPressedHotkeys.begin(), newPressedHotkeys.end(),
[&keyname](const PressedHotkey& v){ return v.mapping->name == keyname; }) != newPressedHotkeys.end();
}
void ResetActiveHotkeys()
{
newPressedHotkeys.clear();
for (const PressedHotkey& hotkey : pressedHotkeys)
{
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = hotkey.retriggered ? SDL_HOTKEYUP_SILENT : SDL_HOTKEYUP;
hotkeyNotification.ev.user.data1 = const_cast<char*>(hotkey.mapping->name.c_str());
in_push_priority_event(&hotkeyNotification);
}
pressedHotkeys.clear();
activeScancodes.clear();
currentEvent = nullptr;
}
bool HotkeyIsPressed(const CStr& keyname)
{
return g_HotkeyStatus[keyname];
}