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#include "controls/keymapper.hpp"
#include <cstdint>
#ifdef USE_SDL3
#include <SDL3/SDL_keycode.h>
#else
#include <SDL.h>
#ifdef USE_SDL1
#include "utils/sdl2_to_1_2_backports.h"
#endif
#endif
#include "control/control.hpp"
#include "options.h"
#include "utils/is_of.hpp"
namespace devilution {
namespace {
bool IsTextEntryKey(SDL_Keycode vkey)
{
return IsAnyOf(vkey, SDLK_ESCAPE, SDLK_RETURN, SDLK_KP_ENTER, SDLK_BACKSPACE, SDLK_DOWN, SDLK_UP)
#ifdef USE_SDL3
|| (vkey >= SDLK_SPACE && vkey <= SDLK_Z);
#else
|| (vkey >= SDLK_SPACE && vkey <= SDLK_z);
#endif
}
bool IsNumberEntryKey(SDL_Keycode vkey)
{
return ((vkey >= SDLK_0 && vkey <= SDLK_9) || vkey == SDLK_BACKSPACE);
}
SDL_Keycode ToAsciiUpper(SDL_Keycode key)
{
if (
#ifdef USE_SDL3
key >= SDLK_A && key <= SDLK_Z
#else
key >= SDLK_a && key <= SDLK_z
#endif
) {
return static_cast<SDL_Keycode>(static_cast<int32_t>(key) - ('a' - 'A'));
}
return key;
}
} // namespace
void KeymapperPress(SDL_Keycode key)
{
key = ToAsciiUpper(key);
const KeymapperOptions::Action *action = GetOptions().Keymapper.findAction(static_cast<uint32_t>(key));
if (action == nullptr || !action->actionPressed || !action->isEnabled()) return;
// TODO: This should be handled outside of the keymapper.
if (ChatFlag) return;
action->actionPressed();
}
void KeymapperRelease(SDL_Keycode key)
{
key = ToAsciiUpper(key);
const KeymapperOptions::Action *action = GetOptions().Keymapper.findAction(static_cast<uint32_t>(key));
if (action == nullptr || !action->actionReleased || !action->isEnabled()) return;
// TODO: This should be handled outside of the keymapper.
if ((ChatFlag && IsTextEntryKey(key)) || (DropGoldFlag && IsNumberEntryKey(key))) return;
action->actionReleased();
}
} // namespace devilution