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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];
}
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