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openmw-tes3mp/apps/openmw/mwinput/keyboardmanager.cpp

74 lines
2.8 KiB
C++

#include "keyboardmanager.hpp"
#include <cctype>
#include <MyGUI_InputManager.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/player.hpp"
#include "actions.hpp"
#include "bindingsmanager.hpp"
#include "sdlmappings.hpp"
namespace MWInput
{
KeyboardManager::KeyboardManager(BindingsManager* bindingsManager)
: mBindingsManager(bindingsManager)
{
}
void KeyboardManager::textInput(const SDL_TextInputEvent &arg)
{
MyGUI::UString ustring(&arg.text[0]);
MyGUI::UString::utf32string utf32string = ustring.asUTF32();
for (MyGUI::UString::utf32string::const_iterator it = utf32string.begin(); it != utf32string.end(); ++it)
MyGUI::InputManager::getInstance().injectKeyPress(MyGUI::KeyCode::None, *it);
}
void KeyboardManager::keyPressed(const SDL_KeyboardEvent &arg)
{
// HACK: to make default keybinding for the console work without printing an extra "^" upon closing
// This assumes that SDL_TextInput events always come *after* the key event
// (which is somewhat reasonable, and hopefully true for all SDL platforms)
auto kc = sdlKeyToMyGUI(arg.keysym.sym);
if (mBindingsManager->getKeyBinding(A_Console) == arg.keysym.scancode
&& MWBase::Environment::get().getWindowManager()->isConsoleMode())
SDL_StopTextInput();
bool consumed = SDL_IsTextInputActive() && // Little trick to check if key is printable
(!(SDLK_SCANCODE_MASK & arg.keysym.sym) &&
(std::isprint(arg.keysym.sym) ||
// Don't trust isprint for symbols outside the extended ASCII range
(kc == MyGUI::KeyCode::None && arg.keysym.sym > 0xff)));
if (kc != MyGUI::KeyCode::None && !mBindingsManager->isDetectingBindingState())
{
if (MWBase::Environment::get().getWindowManager()->injectKeyPress(kc, 0, arg.repeat))
consumed = true;
mBindingsManager->setPlayerControlsEnabled(!consumed);
}
if (arg.repeat)
return;
MWBase::InputManager* input = MWBase::Environment::get().getInputManager();
if (!input->controlsDisabled() && !consumed)
mBindingsManager->keyPressed(arg);
input->setJoystickLastUsed(false);
}
void KeyboardManager::keyReleased(const SDL_KeyboardEvent &arg)
{
MWBase::Environment::get().getInputManager()->setJoystickLastUsed(false);
auto kc = sdlKeyToMyGUI(arg.keysym.sym);
if (!mBindingsManager->isDetectingBindingState())
mBindingsManager->setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(kc));
mBindingsManager->keyReleased(arg);
}
}