openclonk/src/gui/C4KeyboardInput.h

537 lines
21 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// Keyboard input mapping to engine functions
#ifndef INC_C4KeyboardInput
#define INC_C4KeyboardInput
// key context classifications
enum C4KeyScope
{
KEYSCOPE_None = 0,
KEYSCOPE_Control = 1, // player control (e.g. NUM1 to move left on keypad control)
KEYSCOPE_Gui = 2, // keys used to manipulate GUI elements (e.g. Tab to cycle through controls)
KEYSCOPE_Fullscreen = 4, // generic fullscreen-only keys (e.g. F9 for screenshot)
KEYSCOPE_Console = 8, // generic console-mode only keys (e.g. Space to switch edit cursor)
KEYSCOPE_Generic = 16, // generic keys available in fullscreen and console mode outside GUI (e.g. F1 for music on/off)
KEYSCOPE_FullSMenu = 32, // fullscreen menu control. If fullscreen menu is active, this disables viewport controls (e.g. Return to close player join menu)
KEYSCOPE_FilmView = 64, // ownerless viewport scrolling in film mode, player switching, etc. (e.g. Enter to switch to next player)
KEYSCOPE_FreeView = 128, // ownerless viewport scrolling, player switching, etc. (e.g. arrow left to scroll left in view)
KEYSCOPE_FullSView = 256 // player fullscreen viewport
};
// what can happen to keys
enum C4KeyEventType
{
KEYEV_None = 0, // no event
KEYEV_Down = 1, // in response to WM_KEYDOWN or joypad button pressed
KEYEV_Up = 2, // in response to WM_KEYUP or joypad button released
KEYEV_Pressed = 3, // in response to WM_KEYPRESSED
KEYEV_Moved = 4, // when moving a gamepad stick
};
// keyboard code
typedef unsigned long C4KeyCode;
// Gamepad codes (KEY_CONTROLLER_*): Masked as 0x420000; bit 8-15 used for gamepad index
const C4KeyCode KEY_CONTROLLER_Mask = 0x420000;
// Mouse codes (KEY_MOUSE_*): Masked as 0x430000; bit 8-15 used for mouse index
const C4KeyCode KEY_MOUSE_Mask = 0x430000;
const C4KeyCode
KEY_Default = 0, // no key
KEY_Any = ~0, // used for default key processing
KEY_Undefined = (~0)^1, // used to indicate an unknown key
KEY_CONTROLLER_ButtonMin = 0x10, // first button
KEY_CONTROLLER_ButtonA = 0x10,
KEY_CONTROLLER_ButtonB = 0x11,
KEY_CONTROLLER_ButtonX = 0x12,
KEY_CONTROLLER_ButtonY = 0x13,
KEY_CONTROLLER_ButtonBack = 0x14,
KEY_CONTROLLER_ButtonGuide = 0x15,
KEY_CONTROLLER_ButtonStart = 0x16,
KEY_CONTROLLER_ButtonLeftStick = 0x17,
KEY_CONTROLLER_ButtonRightStick = 0x18,
KEY_CONTROLLER_ButtonLeftShoulder = 0x19,
KEY_CONTROLLER_ButtonRightShoulder = 0x1a,
KEY_CONTROLLER_ButtonDpadUp = 0x1b,
KEY_CONTROLLER_ButtonDpadDown = 0x1c,
KEY_CONTROLLER_ButtonDpadLeft = 0x1d,
KEY_CONTROLLER_ButtonDpadRight = 0x1e,
KEY_CONTROLLER_ButtonMax = 0x1e, // last button
KEY_CONTROLLER_AnyButton = 0xff, // any of the buttons above
KEY_CONTROLLER_AxisMin = 0x30, // first axis
KEY_CONTROLLER_AxisLeftXLeft = 0x30,
KEY_CONTROLLER_AxisLeftXRight = 0x31,
KEY_CONTROLLER_AxisLeftYUp = 0x32,
KEY_CONTROLLER_AxisLeftYDown = 0x33,
KEY_CONTROLLER_AxisRightXLeft = 0x34,
KEY_CONTROLLER_AxisRightXRight = 0x35,
KEY_CONTROLLER_AxisRightYUp = 0x36,
KEY_CONTROLLER_AxisRightYDown = 0x37,
KEY_CONTROLLER_AxisTriggerLeft = 0x39, // triggers are only positive
KEY_CONTROLLER_AxisTriggerRight = 0x3b,
KEY_CONTROLLER_AxisMax = 0x3b, // last axis
KEY_MOUSE_Move = 1, // mouse control: mouse movement
KEY_MOUSE_Button1 = 0x10, // key index of mouse buttons + button index for more buttons
KEY_MOUSE_ButtonLeft = KEY_MOUSE_Button1 + 0,
KEY_MOUSE_ButtonRight = KEY_MOUSE_Button1 + 1,
KEY_MOUSE_ButtonMiddle = KEY_MOUSE_Button1 + 2,
KEY_MOUSE_ButtonX1 = KEY_MOUSE_Button1 + 3,
KEY_MOUSE_ButtonX2 = KEY_MOUSE_Button1 + 4,
KEY_MOUSE_ButtonMax = KEY_MOUSE_Button1 + 0x1f, // max number of supported mouse buttons
KEY_MOUSE_Button1Double = 0x30, // double clicks have special events because double click speed is issued by OS
KEY_MOUSE_ButtonLeftDouble = KEY_MOUSE_Button1Double + 0,
KEY_MOUSE_ButtonRightDouble = KEY_MOUSE_Button1Double + 1,
KEY_MOUSE_ButtonMiddleDouble = KEY_MOUSE_Button1Double + 2,
KEY_MOUSE_ButtonX1Double = KEY_MOUSE_Button1Double + 3,
KEY_MOUSE_ButtonX2Double = KEY_MOUSE_Button1Double + 4,
KEY_MOUSE_ButtonMaxDouble = KEY_MOUSE_Button1Double + 0x1f, // max number of supported mouse buttons
KEY_MOUSE_Wheel1Up = 0x40, // mouse control: wheel up
KEY_MOUSE_Wheel1Down = 0x41; // mouse control: wheel down
inline uint8_t KEY_CONTROLLER_Button(uint8_t idx) { return KEY_CONTROLLER_ButtonMin+idx; }
inline uint8_t KEY_CONTROLLER_Axis(uint8_t idx, bool fMax) { return KEY_CONTROLLER_AxisMin+2*idx+fMax; }
inline C4KeyCode KEY_Gamepad(uint8_t idButton) // convert gamepad key to Clonk-gamepad-keycode
{
// mask key as 0x004200bb, where 00 used to be the gamepad ID and bb is button ID.
return KEY_CONTROLLER_Mask + idButton;
}
inline bool Key_IsGamepad(C4KeyCode key)
{
return (0xff0000 & key) == KEY_CONTROLLER_Mask;
}
inline uint8_t Key_GetGamepad(C4KeyCode key)
{
return ((uint32_t)key >> 8) & 0xff;
}
inline uint8_t Key_GetGamepadEvent(C4KeyCode key)
{
return ((uint32_t)key) & 0xff;
}
inline bool Key_IsGamepadButton(C4KeyCode key)
{
// whether this is a unique button event (AnyButton not included)
return Key_IsGamepad(key) && Inside<uint8_t>(Key_GetGamepadEvent(key), KEY_CONTROLLER_ButtonMin, KEY_CONTROLLER_ButtonMax);
}
inline bool Key_IsGamepadAxis(C4KeyCode key)
{
// whether this is a unique button event (AnyButton not included)
return Key_IsGamepad(key) && Inside<uint8_t>(Key_GetGamepadEvent(key), KEY_CONTROLLER_AxisMin, KEY_CONTROLLER_AxisMax);
}
inline uint8_t Key_GetGamepadButtonIndex(C4KeyCode key)
{
// get zero-based button index
return Key_GetGamepadEvent(key) - KEY_CONTROLLER_ButtonMin;
}
inline uint8_t Key_GetGamepadAxisIndex(C4KeyCode key)
{
// get zero-based axis index
return (Key_GetGamepadEvent(key) - KEY_CONTROLLER_AxisMin) / 2;
}
inline bool Key_IsGamepadAxisHigh(C4KeyCode key)
{
return !!(key & 1);
}
inline C4KeyCode KEY_Mouse(uint8_t mouse_id, uint8_t mouseevent)
{
// mask key as 0x0043ggbb, where mm is mouse ID and bb is mouse event ID.
return KEY_MOUSE_Mask + (mouse_id<<8) + mouseevent;
}
inline bool Key_IsMouse(C4KeyCode key)
{
return (0xff0000 & key) == KEY_MOUSE_Mask;
}
inline uint8_t Key_GetMouse(C4KeyCode key)
{
return ((uint32_t)key >> 8) & 0xff;
}
inline uint8_t Key_GetMouseEvent(C4KeyCode key)
{
return ((uint32_t)key) & uint8_t(0xff);
}
bool KEY_IsModifier(C4KeyCode k);
#ifdef _WIN32
#define TOUPPERIFX11(key) (key)
#else
#define TOUPPERIFX11(key) toupper(key)
#endif
enum C4KeyShiftState
{
KEYS_None = 0,
KEYS_First = 1,
KEYS_Alt = 1,
KEYS_Control = 2,
KEYS_Shift = 4,
KEYS_Max = KEYS_Shift,
KEYS_Undefined = 0xffff
};
// extended key information containing shift state
struct C4KeyCodeEx
{
C4KeyCode Key; // the key
DWORD dwShift; // the status of Alt, Shift, Control
int32_t deviceId;
// if set, the keycode was generated by a key that has been held down
// this flag is ignored in comparison operations
bool fRepeated;
// helpers
static C4KeyShiftState String2KeyShift(const StdStrBuf &sName);
static C4KeyCode String2KeyCode(const StdStrBuf &sName);
static StdStrBuf KeyCode2String(C4KeyCode wCode, bool fHumanReadable, bool fShort);
StdStrBuf ToString(bool fHumanReadable, bool fShort) const;
static StdStrBuf KeyShift2String(C4KeyShiftState eShift);
// comparison operator for map access
inline bool operator <(const C4KeyCodeEx &v2) const
{
return Key < v2.Key || (Key == v2.Key && dwShift < v2.dwShift);
}
inline bool operator ==(const C4KeyCodeEx &v2) const
{
return Key == v2.Key && dwShift == v2.dwShift;
}
void CompileFunc(StdCompiler *pComp, StdStrBuf *pOutBuf=nullptr);
C4KeyCodeEx(C4KeyCode Key = KEY_Default, DWORD Shift = KEYS_None, bool fIsRepeated = false, int32_t deviceId = -1);
static C4KeyCodeEx FromC4MC(int8_t mouse_id, int32_t button, DWORD param, bool * is_down = nullptr);
bool IsRepeated() const { return fRepeated; }
void FixShiftKeys(); // reduce stuff like Ctrl+RightCtrl to simply RightCtrl
private:
static C4KeyCode GetKeyByScanCode(const char *scan_code);
};
// extra data associated with a key event
struct C4KeyEventData
{
enum { KeyPos_None = 0x7fffff }; // value used to denote invalid/none key positions
int32_t iStrength{0}; // pressure between 0 and 100 (100 for nomal keypress)
int32_t game_x{KeyPos_None},game_y{KeyPos_None}, vp_x{KeyPos_None},vp_y{KeyPos_None}; // position for mouse event, landscape+viewport coordinates
C4KeyEventData() = default;
C4KeyEventData(int32_t iStrength, int32_t game_x, int32_t game_y, int32_t vp_x, int32_t vp_y) : iStrength(iStrength), game_x(game_x), game_y(game_y),vp_x(vp_x),vp_y(vp_y) {}
void CompileFunc(StdCompiler *pComp);
bool operator ==(const struct C4KeyEventData &cmp) const;
};
// Helper functions for high-level GUI control mappings.
namespace ControllerKeys {
template<class T> void Any(T &keys) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_AnyButton))); }
template<class T> void Cancel(T &keys) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_ButtonB))); }
template<class T> void Ok(T &keys) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_ButtonA))); }
template<class T> void Left(T &keys) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_AxisLeftXLeft)));
keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_ButtonDpadLeft))); }
template<class T> void Right(T &keys) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_AxisLeftXRight)));
keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_ButtonDpadRight))); }
template<class T> void Up(T &keys) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_AxisLeftYUp)));
keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_ButtonDpadUp))); }
template<class T> void Down(T &keys) { keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_AxisLeftYDown)));
keys.push_back(C4KeyCodeEx(KEY_Gamepad(KEY_CONTROLLER_ButtonDpadDown))); }
}
// callback interface
class C4KeyboardCallbackInterface
{
private:
int iRef{0};
public:
class C4CustomKey *pOriginalKey{nullptr};
public:
virtual bool OnKeyEvent(const C4KeyCodeEx &key, C4KeyEventType eEv) = 0; // return true if processed
friend class C4KeyboardMapping;
// reference counter
inline void Ref() { ++iRef; }
inline void Deref() { if (!--iRef) delete this; }
C4KeyboardCallbackInterface() = default;
virtual ~C4KeyboardCallbackInterface() = default;
bool IsOriginalKey(const class C4CustomKey *pCheckKey) const { return pCheckKey == pOriginalKey; }
};
// callback interface
template <class TargetClass> class C4KeyCB : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)();
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed, pFuncMoved;
protected:
bool OnKeyEvent(const C4KeyCodeEx &key, C4KeyEventType eEv) override
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)() : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)() : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)() : false;
case KEYEV_Moved: return pFuncMoved ? (rTarget.*pFuncMoved)() : false;
default: return false;
}
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCB(TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr, CallbackFunc pFuncMoved=nullptr)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed), pFuncMoved(pFuncMoved) {}
};
// callback interface that passes the pressed key as a parameter
template <class TargetClass> class C4KeyCBPassKey : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)(const C4KeyCodeEx &key);
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed, pFuncMoved;
protected:
bool OnKeyEvent(const C4KeyCodeEx &key, C4KeyEventType eEv) override
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)(key) : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)(key) : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)(key) : false;
case KEYEV_Moved: return pFuncMoved ? (rTarget.*pFuncMoved)(key) : false;
default: return false;
}
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCBPassKey(TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr, CallbackFunc pFuncMoved=nullptr)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed), pFuncMoved(pFuncMoved) {}
};
// parameterized callback interface
template <class TargetClass, class ParameterType> class C4KeyCBEx : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)(ParameterType par);
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed, pFuncMoved;
ParameterType par;
protected:
bool OnKeyEvent(const C4KeyCodeEx &key, C4KeyEventType eEv) override
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)(par) : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)(par) : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)(par) : false;
case KEYEV_Moved: return pFuncMoved ? (rTarget.*pFuncMoved)(par) : false;
default: return false;
}
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCBEx(TargetClass &rTarget, const ParameterType &par, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr, CallbackFunc pFuncMoved=nullptr)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed), pFuncMoved(pFuncMoved), par(par) {}
};
template <class TargetClass, class ParameterType> class C4KeyCBExPassKey : public C4KeyboardCallbackInterface
{
public:
typedef bool(TargetClass::*CallbackFunc)(const C4KeyCodeEx &key, const ParameterType &par);
protected:
TargetClass &rTarget;
CallbackFunc pFuncDown, pFuncUp, pFuncPressed, pFuncMoved;
ParameterType par;
protected:
bool OnKeyEvent(const C4KeyCodeEx &key, C4KeyEventType eEv) override
{
if (!CheckCondition()) return false;
switch (eEv)
{
case KEYEV_Down: return pFuncDown ? (rTarget.*pFuncDown)(key, par) : false;
case KEYEV_Up: return pFuncUp ? (rTarget.*pFuncUp)(key, par) : false;
case KEYEV_Pressed: return pFuncPressed ? (rTarget.*pFuncPressed)(key, par) : false;
case KEYEV_Moved: return pFuncMoved ? (rTarget.*pFuncMoved)(key, par) : false;
default: return false;
}
}
virtual bool CheckCondition() { return true; }
public:
C4KeyCBExPassKey(TargetClass &rTarget, const ParameterType &par, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr, CallbackFunc pFuncMoved=nullptr)
: rTarget(rTarget), pFuncDown(pFuncDown), pFuncUp(pFuncUp), pFuncPressed(pFuncPressed), pFuncMoved(pFuncMoved), par(par) {}
};
// one mapped keyboard entry
class C4CustomKey
{
public:
typedef std::vector<C4KeyCodeEx> CodeList;
private:
CodeList Codes, DefaultCodes; // keyboard scancodes of OS plus shift state
C4KeyScope Scope; // scope in which key is processed
StdStrBuf Name; // custom key name; used for association in config files
typedef std::vector<C4KeyboardCallbackInterface *> CBVec;
unsigned int uiPriority; // key priority: If multiple keys of same code are defined, high prio overwrites low prio keys
bool is_down; // down-callbacks have been executed but up-callbacks have not (not compiled)
public:
CBVec vecCallbacks; // a list of all callbacks assigned to that key
enum Priority
{
PRIO_None = 0u,
PRIO_Base = 1u,
PRIO_Dlg = 2u,
PRIO_Ctrl = 3u, // controls have higher priority than dialogs in GUI
PRIO_CtrlOverride = 4u, // dialog handlings of keys that overwrite regular control handlings
PRIO_FocusCtrl = 5u, // controls override special dialog handling keys (e.g., RenameEdit)
PRIO_Context = 6u, // context menus above controls
PRIO_PlrControl = 7u, // player controls overwrite any other controls
PRIO_MoreThanMax = 100u // must be larger than otherwise largest used priority
};
protected:
int iRef;
C4CustomKey(const C4KeyCodeEx &DefCode, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key
C4CustomKey(CodeList rDefCodes, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key with multiple possible keys assigned
friend class C4Game;
public:
C4CustomKey(const C4CustomKey &rCpy, bool fCopyCallbacks);
virtual ~C4CustomKey(); // dtor
inline void Ref() { ++iRef; }
inline void Deref() { if (!--iRef) delete this; }
const CodeList &GetCodes() const { return Codes.size() ? Codes : DefaultCodes; } // return assigned codes; default if no custom has been assigned
const StdStrBuf &GetName() const { return Name; }
C4KeyScope GetScope() const { return Scope; }
unsigned int GetPriority() const { return uiPriority; }
bool IsCodeMatched(const C4KeyCodeEx &key) const;
void Update(const C4CustomKey *pByKey); // merge given key into this
bool Execute(C4KeyEventType eEv, C4KeyCodeEx key);
bool IsDown() const { return is_down; }
void KillCallbacks(const C4CustomKey *pOfKey); // remove any callbacks that were created by given key
void CompileFunc(StdCompiler *pComp);
};
// a key that auto-registers itself into main game keyboard input class and does dereg when deleted
class C4KeyBinding : protected C4CustomKey
{
// Stuffing these into an std::vector ends badly, so I've marked them non-copyable.
C4KeyBinding(const C4KeyBinding&) = delete;
C4KeyBinding& operator=(const C4KeyBinding&) = delete;
public:
C4KeyBinding(const C4KeyCodeEx &DefCode, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key
C4KeyBinding(const CodeList &rDefCodes, const char *szName, C4KeyScope Scope, C4KeyboardCallbackInterface *pCallback, unsigned int uiPriority = PRIO_Base); // ctor for default key
~C4KeyBinding() override;
};
// main keyboard mapping class
class C4KeyboardInput
{
private:
// comparison fn for map
struct szLess
{
bool operator()(const char *p, const char *q) const { return p && q && (strcmp(p,q)<0); }
};
typedef std::multimap<C4KeyCode, C4CustomKey *> KeyCodeMap;
typedef std::map<const char *, C4CustomKey *, szLess> KeyNameMap;
// mapping of all keys by code and name
KeyCodeMap KeysByCode;
KeyNameMap KeysByName;
C4KeyEventData LastKeyExtraData;
public:
static bool IsValid; // global var to fix any deinitialization orders of key map and static keys
C4KeyboardInput() { IsValid = true; }
~C4KeyboardInput() { Clear(); IsValid = false; }
void Clear(); // empty keyboard maps
private:
// assign keycodes changed for a key: Update codemap
void UpdateKeyCodes(C4CustomKey *pKey, const C4CustomKey::CodeList &rOldCodes, const C4CustomKey::CodeList &rNewCodes);
public:
void RegisterKey(C4CustomKey *pRegKey); // register key into code and name maps, or update specific key
void UnregisterKey(const StdStrBuf &rsName); // remove key from all maps
void UnregisterKeyBinding(C4CustomKey *pKey); // just remove callbacks from a key
bool DoInput(const C4KeyCodeEx &InKey, C4KeyEventType InEvent, DWORD InScope, int32_t iStrength);
void CompileFunc(StdCompiler *pComp);
bool LoadCustomConfig(); // load keyboard customization file
C4CustomKey *GetKeyByName(const char *szKeyName);
StdStrBuf GetKeyCodeNameByKeyName(const char *szKeyName, bool fShort = false, int32_t iIndex = 0);
const C4KeyEventData &GetLastKeyExtraData() const { return LastKeyExtraData; }
void SetLastKeyExtraData(const C4KeyEventData &data) { LastKeyExtraData=data; }
};
// keyboardinput-initializer-helper
C4KeyboardInput &C4KeyboardInput_Init();
#endif // INC_C4KeyboardInput