| [25392] | 1 | /* Copyright (C) 2021 Wildfire Games.
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| [27965] | 2 | * This file is part of 0 A.D.
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| [24215] | 3 | *
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| [27965] | 4 | * 0 A.D. is free software: you can redistribute it and/or modify
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| [24215] | 5 | * it under the terms of the GNU General Public License as published by
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| 6 | * the Free Software Foundation, either version 2 of the License, or
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| 7 | * (at your option) any later version.
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| 8 | *
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| [27965] | 9 | * 0 A.D. is distributed in the hope that it will be useful,
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| [24215] | 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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| 12 | * GNU General Public License for more details.
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| 13 | *
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| 14 | * You should have received a copy of the GNU General Public License
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| [27965] | 15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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| [24215] | 16 | */
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| 17 |
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| 18 | #include "precompiled.h"
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| 19 |
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| 20 | #include "CHotkeyPicker.h"
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| 21 |
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| [24222] | 22 | #include "gui/ObjectBases/IGUIObject.h"
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| [24215] | 23 | #include "lib/timer.h"
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| [24222] | 24 | #include "ps/CLogger.h"
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| [24215] | 25 | #include "ps/Hotkey.h"
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| 26 | #include "ps/KeyName.h"
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| 27 | #include "scriptinterface/ScriptConversions.h"
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| 28 |
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| [24222] | 29 |
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| [24215] | 30 | const CStr CHotkeyPicker::EventNameCombination = "Combination";
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| 31 | const CStr CHotkeyPicker::EventNameKeyChange = "KeyChange";
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| 32 |
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| 33 | // Don't send the scancode, JS doesn't care.
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| [25428] | 34 | template<> void Script::ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue ret, const CHotkeyPicker::Key& val)
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| [24215] | 35 | {
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| [25428] | 36 | Script::ToJSVal(rq, ret, val.scancodeName);
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| [24215] | 37 | }
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| 38 |
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| 39 | // Unused, but JSVAL_VECTOR requires it.
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| [25428] | 40 | template<> bool Script::FromJSVal(const ScriptRequest&, const JS::HandleValue, CHotkeyPicker::Key&)
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| [24215] | 41 | {
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| 42 | LOGWARNING("FromJSVal<CHotkeyPicker>: Not implemented");
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| 43 | return false;
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| 44 | }
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| 45 |
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| 46 | JSVAL_VECTOR(CHotkeyPicker::Key);
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| 47 |
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| [25392] | 48 | CHotkeyPicker::CHotkeyPicker(CGUI& pGUI) : IGUIObject(pGUI), m_TimeToCombination(this, "time_to_combination", 1.f)
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| [24215] | 49 | {
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| 50 | // 8 keys at the same time is probably more than we'll ever need.
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| 51 | m_KeysPressed.reserve(8);
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| 52 | }
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| 53 |
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| 54 | CHotkeyPicker::~CHotkeyPicker()
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| 55 | {
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| 56 | }
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| 57 |
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| 58 | void CHotkeyPicker::FireEvent(const CStr& event)
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| 59 | {
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| 60 | ScriptRequest rq(*m_pGUI.GetScriptInterface());
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| 61 |
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| [24333] | 62 | JS::RootedValueArray<1> args(rq.cx);
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| [24215] | 63 | JS::RootedValue keys(rq.cx);
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| [25428] | 64 | Script::ToJSVal(rq, &keys, m_KeysPressed);
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| [24215] | 65 | args[0].set(keys);
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| 66 | ScriptEvent(event, args);
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| 67 | }
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| 68 |
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| 69 | void CHotkeyPicker::Tick()
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| 70 | {
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| 71 | if (m_KeysPressed.size() == 0)
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| 72 | return;
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| 73 |
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| 74 | double time = timer_Time();
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| 75 | if (time - m_LastKeyChange < m_TimeToCombination)
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| 76 | return;
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| 77 |
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| 78 | FireEvent(EventNameCombination);
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| 79 |
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| 80 | return;
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| 81 | }
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| 82 |
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| 83 | void CHotkeyPicker::HandleMessage(SGUIMessage& Message)
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| 84 | {
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| 85 | IGUIObject::HandleMessage(Message);
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| 86 | switch (Message.type)
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| 87 | {
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| 88 | case GUIM_GOT_FOCUS:
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| 89 | case GUIM_LOST_FOCUS:
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| 90 | {
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| 91 | m_KeysPressed.clear();
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| 92 | m_LastKeyChange = timer_Time();
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| 93 | break;
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| 94 | }
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| 95 | default:
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| 96 | break;
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| 97 | }
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| 98 | }
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| 99 |
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| 100 | InReaction CHotkeyPicker::PreemptEvent(const SDL_Event_* ev)
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| 101 | {
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| 102 | switch (ev->ev.type)
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| 103 | {
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| 104 | // Handle the same mouse events that hotkeys handle
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| 105 | case SDL_MOUSEBUTTONDOWN:
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| 106 | case SDL_MOUSEBUTTONUP:
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| 107 | case SDL_MOUSEWHEEL:
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| 108 | {
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| 109 | SDL_Scancode scancode;
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| 110 |
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| 111 | if (ev->ev.type != SDL_MOUSEWHEEL)
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| 112 | {
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| 113 | // Wait a little bit -> this gets triggered when clicking on a button,
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| 114 | // but after the button click is processed, thus immediately triggering...
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| 115 | if (timer_Time()-m_LastKeyChange < 0.2)
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| 116 | return IN_HANDLED;
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| 117 | // This is from hotkeyHandler - not sure what it does in all honesty.
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| 118 | if(ev->ev.button.button >= SDL_BUTTON_X1)
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| 119 | scancode = static_cast<SDL_Scancode>(MOUSE_BASE + (int)ev->ev.button.button + 2);
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| 120 | else
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| 121 | scancode = static_cast<SDL_Scancode>(MOUSE_BASE + (int)ev->ev.button.button);
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| 122 | }
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| 123 | else
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| 124 | {
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| 125 | if (ev->ev.wheel.y > 0)
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| 126 | scancode = static_cast<SDL_Scancode>(MOUSE_WHEELUP);
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| 127 | else if (ev->ev.wheel.y < 0)
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| 128 | scancode = static_cast<SDL_Scancode>(MOUSE_WHEELDOWN);
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| 129 | else if (ev->ev.wheel.x > 0)
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| 130 | scancode = static_cast<SDL_Scancode>(MOUSE_X2);
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| 131 | else if (ev->ev.wheel.x < 0)
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| 132 | scancode = static_cast<SDL_Scancode>(MOUSE_X1);
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| 133 | else
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| 134 | return IN_HANDLED;
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| 135 | }
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| 136 | // Don't handle keys and mouse together except for modifiers.
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| [24371] | 137 | m_KeysPressed.erase(std::remove_if(m_KeysPressed.begin(), m_KeysPressed.end(), [](const Key& k) {
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| 138 | return static_cast<int>(k.code) < UNIFIED_SHIFT || static_cast<int>(k.code) >= UNIFIED_LAST; } ), m_KeysPressed.end());
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| [24215] | 139 | m_KeysPressed.emplace_back(Key{scancode, FindScancodeName(scancode)});
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| 140 | // For mouse events, assume we immediately want to return.
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| 141 | FireEvent(EventNameCombination);
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| 142 |
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| 143 | return IN_HANDLED;
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| 144 | }
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| 145 | case SDL_KEYDOWN:
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| 146 | case SDL_KEYUP:
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| 147 | {
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| 148 | SDL_Scancode scancode = ev->ev.key.keysym.scancode;
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| 149 |
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| 150 | // Don't handle caps-lock, it doesn't really work in-game and it's a weird hotkey.
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| 151 | if (scancode == SDL_SCANCODE_CAPSLOCK)
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| 152 | return IN_PASS;
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| 153 |
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| 154 | if (scancode == SDL_SCANCODE_LSHIFT || scancode == SDL_SCANCODE_RSHIFT)
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| 155 | scancode = static_cast<SDL_Scancode>(UNIFIED_SHIFT);
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| 156 | else if (scancode == SDL_SCANCODE_LCTRL || scancode == SDL_SCANCODE_RCTRL)
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| 157 | scancode = static_cast<SDL_Scancode>(UNIFIED_CTRL);
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| 158 | else if (scancode == SDL_SCANCODE_LALT || scancode == SDL_SCANCODE_RALT)
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| 159 | scancode = static_cast<SDL_Scancode>(UNIFIED_ALT);
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| 160 | else if (scancode == SDL_SCANCODE_LGUI || scancode == SDL_SCANCODE_RGUI)
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| 161 | scancode = static_cast<SDL_Scancode>(UNIFIED_SUPER);
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| 162 |
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| 163 | if (ev->ev.type == SDL_KEYDOWN)
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| 164 | {
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| 165 | std::vector<Key>::const_iterator it = \
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| 166 | std::find_if(m_KeysPressed.begin(), m_KeysPressed.end(), [&scancode](Key& k) { return k.code == scancode; });
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| 167 | // Can happen if multiple keys are mapped the same.
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| 168 | if (it != m_KeysPressed.end())
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| 169 | return IN_HANDLED;
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| 170 | m_KeysPressed.emplace_back(Key{scancode, FindScancodeName(scancode)});
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| 171 | }
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| 172 | else
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| 173 | {
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| 174 | std::vector<Key>::const_iterator it = \
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| 175 | std::find_if(m_KeysPressed.begin(), m_KeysPressed.end(), [&scancode](Key& k) { return k.code == scancode; });
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| 176 | // Might happen if a key was down before this object is created.
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| 177 | if (it == m_KeysPressed.end())
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| 178 | return IN_HANDLED;
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| 179 | m_KeysPressed.erase(it);
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| 180 | }
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| 181 |
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| 182 | FireEvent(EventNameKeyChange);
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| 183 |
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| 184 | // Register after-JS in case this takes a while (probably not but it doesn't hurt).
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| 185 | m_LastKeyChange = timer_Time();
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| 186 | return IN_HANDLED;
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| 187 | }
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| 188 | default:
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| 189 | {
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| 190 | return IN_PASS;
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| 191 | }
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| 192 | }
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| 193 | }
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