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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/>.
*/
#ifndef INCLUDED_CHOTKEYPICKER
#define INCLUDED_CHOTKEYPICKER
#include "gui/CGUI.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/CStr.h"
#include <vector>
/**
* When in focus, returns all currently pressed keys.
* After a set time without changes, it will trigger a "combination" event.
*
* Used to create new hotkey combinations in-game. Mostly custom.
* This object does not draw anything.
*/
class CHotkeyPicker : public IGUIObject
{
GUI_OBJECT(CHotkeyPicker)
public:
CHotkeyPicker(CGUI& pGUI);
virtual ~CHotkeyPicker();
// Do nothing.
virtual void Draw(CCanvas2D& UNUSED(canvas)) {};
// Checks if the timer has passed and we need to fire a "combination" event.
virtual void Tick();
// React to blur/focus.
virtual void HandleMessage(SGUIMessage& Message);
// Pre-empt events: this is our sole purpose.
virtual InReaction PreemptEvent(const SDL_Event_* ev);
struct Key
{
// The scancode is used for fast comparisons.
SDL_Scancode code;
// This is the name ultimately stored in the config file.
CStr scancodeName;
};
protected:
// Fire an event with m_KeysPressed as argument.
void FireEvent(const CStr& event);
// Time without changes until a "combination" event is sent.
CGUISimpleSetting<float> m_TimeToCombination;
// Time of the last registered key change.
double m_LastKeyChange;
// Keep track of which keys we are pressing, and precompute their name for JS code.
std::vector<Key> m_KeysPressed;
static const CStr EventNameCombination;
static const CStr EventNameKeyChange;
};
#endif // INCLUDED_CHOTKEYPICKER
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