/* * 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" #include #include #include 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; } if (key.keysym.sym >= ' ' && key.keysym.sym < 0x80) return; // printable character - will be handled as text input } 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]; }