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vcmi/client/eventsSDL/InputSourceKeyboard.cpp

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/*
* InputSourceKeyboard.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "InputSourceKeyboard.h"
#include "../../lib/CConfigHandler.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../gui/EventDispatcher.h"
#include "../gui/ShortcutHandler.h"
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#include <SDL_clipboard.h>
#include <SDL_events.h>
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#include <SDL_hints.h>
InputSourceKeyboard::InputSourceKeyboard()
{
#ifdef VCMI_MAC
// Ctrl+click should be treated as a right click on Mac OS X
SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
#endif
}
void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key)
{
if (SDL_IsTextInputActive() == SDL_TRUE)
{
if(key.keysym.sym == SDLK_v && isKeyboardCtrlDown())
{
char * clipboardBuffer = SDL_GetClipboardText();
std::string clipboardContent = clipboardBuffer;
boost::erase_all(clipboardContent, "\r");
boost::erase_all(clipboardContent, "\n");
GH.events().dispatchTextInput(clipboardContent);
SDL_free(clipboardBuffer);
return;
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}
if (key.keysym.sym >= ' ' && key.keysym.sym < 0x80)
return; // printable character - will be handled as text input
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} else {
if(key.repeat != 0)
return; // ignore periodic event resends
}
assert(key.state == SDL_PRESSED);
if(key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
{
//TODO: we need some central place for all interface-independent hotkeys
Settings s = settings.write["session"];
switch(key.keysym.sym)
{
case SDLK_F6:
s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
break;
case SDLK_F7:
s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
break;
case SDLK_F8:
s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
break;
default:
break;
}
return;
}
auto shortcutsVector = GH.shortcuts().translateKeycode(key.keysym.sym);
GH.events().dispatchShortcutPressed(shortcutsVector);
}
void InputSourceKeyboard::handleEventKeyUp(const SDL_KeyboardEvent & key)
{
if(key.repeat != 0)
return; // ignore periodic event resends
if (SDL_IsTextInputActive() == SDL_TRUE)
{
if (key.keysym.sym >= ' ' && key.keysym.sym < 0x80)
return; // printable character - will be handled as text input
}
assert(key.state == SDL_RELEASED);
auto shortcutsVector = GH.shortcuts().translateKeycode(key.keysym.sym);
GH.events().dispatchShortcutReleased(shortcutsVector);
}
bool InputSourceKeyboard::isKeyboardCtrlDown() const
{
#ifdef VCMI_MAC
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LGUI] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RGUI];
#else
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
#endif
}
bool InputSourceKeyboard::isKeyboardAltDown() const
{
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
}
bool InputSourceKeyboard::isKeyboardShiftDown() const
{
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
}