mirror of
https://github.com/vcmi/vcmi.git
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105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
/*
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* InputSourceKeyboard.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "InputSourceKeyboard.h"
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#include "../../lib/CConfigHandler.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../gui/ShortcutHandler.h"
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#include <SDL_events.h>
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#include <SDL_hints.h>
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InputSourceKeyboard::InputSourceKeyboard()
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{
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#ifdef VCMI_MAC
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// Ctrl+click should be treated as a right click on Mac OS X
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SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
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#endif
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}
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void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key)
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{
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if(key.repeat != 0)
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return; // ignore periodic event resends
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assert(key.state == SDL_PRESSED);
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if(key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
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{
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//TODO: we need some central place for all interface-independent hotkeys
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Settings s = settings.write["session"];
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switch(key.keysym.sym)
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{
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case SDLK_F5:
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if(settings["session"]["spectate-locked-pim"].Bool())
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CPlayerInterface::pim->unlock();
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else
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CPlayerInterface::pim->lock();
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s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
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break;
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case SDLK_F6:
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s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
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break;
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case SDLK_F7:
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s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
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break;
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case SDLK_F8:
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s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
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break;
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default:
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break;
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}
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return;
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}
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auto shortcutsVector = GH.shortcuts().translateKeycode(key.keysym.sym);
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GH.events().dispatchShortcutPressed(shortcutsVector);
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}
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void InputSourceKeyboard::handleEventKeyUp(const SDL_KeyboardEvent & key)
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{
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if(key.repeat != 0)
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return; // ignore periodic event resends
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assert(key.state == SDL_RELEASED);
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auto shortcutsVector = GH.shortcuts().translateKeycode(key.keysym.sym);
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GH.events().dispatchShortcutReleased(shortcutsVector);
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}
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bool InputSourceKeyboard::isKeyboardCtrlDown() const
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{
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#ifdef VCMI_MAC
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return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LGUI] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RGUI];
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#else
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return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
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#endif
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}
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bool InputSourceKeyboard::isKeyboardAltDown() const
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{
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return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
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}
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bool InputSourceKeyboard::isKeyboardShiftDown() const
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{
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return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
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}
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