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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "ButtonTranslator.h"
#include "AppTranslator.h"
#include "CustomControllerTranslator.h"
#include "FileItem.h"
#include "GamepadTranslator.h"
#include "IButtonMapper.h"
#include "IRTranslator.h"
#include "Key.h"
#include "KeyboardTranslator.h"
#include "WindowTranslator.h"
#include "filesystem/Directory.h"
#include "guilib/WindowIDs.h"
#include "input/actions/ActionIDs.h"
#include "input/actions/ActionTranslator.h"
#include "input/mouse/MouseTranslator.h"
#include "utils/StringUtils.h"
#include "utils/XBMCTinyXML.h"
#include "utils/log.h"
#include <algorithm>
#include <utility>
using namespace KODI;
// Add the supplied device name to the list of connected devices
bool CButtonTranslator::AddDevice(const std::string& strDevice)
{
// Only add the device if it isn't already in the list
if (m_deviceList.find(strDevice) != m_deviceList.end())
return false;
// Add the device
m_deviceList.insert(strDevice);
// New device added so reload the key mappings
Load();
return true;
}
bool CButtonTranslator::RemoveDevice(const std::string& strDevice)
{
// Find the device
auto it = m_deviceList.find(strDevice);
if (it == m_deviceList.end())
return false;
// Remove the device
m_deviceList.erase(it);
// Device removed so reload the key mappings
Load();
return true;
}
bool CButtonTranslator::Load()
{
Clear();
// Directories to search for keymaps. They're applied in this order,
// so keymaps in profile/keymaps/ override e.g. system/keymaps
static std::vector<std::string> DIRS_TO_CHECK = {"special://xbmc/system/keymaps/",
"special://masterprofile/keymaps/",
"special://profile/keymaps/"};
bool success = false;
for (const auto& dir : DIRS_TO_CHECK)
{
if (XFILE::CDirectory::Exists(dir))
{
CFileItemList files;
XFILE::CDirectory::GetDirectory(dir, files, ".xml", XFILE::DIR_FLAG_DEFAULTS);
// Sort the list for filesystem based priorities, e.g. 01-keymap.xml, 02-keymap-overrides.xml
files.Sort(SortByFile, SortOrderAscending);
for (int fileIndex = 0; fileIndex < files.Size(); ++fileIndex)
{
if (!files[fileIndex]->m_bIsFolder)
success |= LoadKeymap(files[fileIndex]->GetPath());
}
// Load mappings for any HID devices we have connected
for (const auto& device : m_deviceList)
{
std::string devicedir = dir;
devicedir.append(device);
devicedir.append("/");
if (XFILE::CDirectory::Exists(devicedir))
{
CFileItemList files;
XFILE::CDirectory::GetDirectory(devicedir, files, ".xml", XFILE::DIR_FLAG_DEFAULTS);
// Sort the list for filesystem based priorities, e.g. 01-keymap.xml,
// 02-keymap-overrides.xml
files.Sort(SortByFile, SortOrderAscending);
for (int fileIndex = 0; fileIndex < files.Size(); ++fileIndex)
{
if (!files[fileIndex]->m_bIsFolder)
success |= LoadKeymap(files[fileIndex]->GetPath());
}
}
}
}
}
if (!success)
{
CLog::Log(LOGERROR, "Error loading keymaps from: {} or {} or {}", DIRS_TO_CHECK[0],
DIRS_TO_CHECK[1], DIRS_TO_CHECK[2]);
return false;
}
// Done!
return true;
}
bool CButtonTranslator::LoadKeymap(const std::string& keymapPath)
{
CXBMCTinyXML xmlDoc;
CLog::Log(LOGINFO, "Loading {}", keymapPath);
if (!xmlDoc.LoadFile(keymapPath))
{
CLog::Log(LOGERROR, "Error loading keymap: {}, Line {}\n{}", keymapPath, xmlDoc.ErrorRow(),
xmlDoc.ErrorDesc());
return false;
}
TiXmlElement* pRoot = xmlDoc.RootElement();
if (pRoot == nullptr)
{
CLog::Log(LOGERROR, "Error getting keymap root: {}", keymapPath);
return false;
}
std::string strValue = pRoot->Value();
if (strValue != "keymap")
{
CLog::Log(LOGERROR, "{} Doesn't contain <keymap>", keymapPath);
return false;
}
// run through our window groups
TiXmlNode* pWindow = pRoot->FirstChild();
while (pWindow != nullptr)
{
if (pWindow->Type() == TiXmlNode::TINYXML_ELEMENT)
{
int windowID = WINDOW_INVALID;
const char* szWindow = pWindow->Value();
if (szWindow != nullptr)
{
if (StringUtils::CompareNoCase(szWindow, "global") == 0)
windowID = -1;
else
windowID = CWindowTranslator::TranslateWindow(szWindow);
}
MapWindowActions(pWindow, windowID);
}
pWindow = pWindow->NextSibling();
}
return true;
}
CAction CButtonTranslator::GetAction(int window, const CKey& key, bool fallback)
{
std::string strAction;
// handle virtual windows
window = CWindowTranslator::GetVirtualWindow(window);
// try to get the action from the current window
unsigned int actionID = GetActionCode(window, key, strAction);
if (fallback)
{
// if it's invalid, try to get it from fallback windows or the global map (window == -1)
while (actionID == ACTION_NONE && window > -1)
{
window = CWindowTranslator::GetFallbackWindow(window);
actionID = GetActionCode(window, key, strAction);
}
}
return CAction(actionID, strAction, key);
}
bool CButtonTranslator::HasLongpressMapping(int window, const CKey& key)
{
// handle virtual windows
window = CWindowTranslator::GetVirtualWindow(window);
return HasLongpressMapping_Internal(window, key);
}
bool CButtonTranslator::HasLongpressMapping_Internal(int window, const CKey& key)
{
std::map<int, buttonMap>::const_iterator it = m_translatorMap.find(window);
if (it != m_translatorMap.end())
{
uint32_t code = key.GetButtonCode();
code |= CKey::MODIFIER_LONG;
buttonMap::const_iterator it2 = (*it).second.find(code);
if (it2 != (*it).second.end())
return it2->second.id != ACTION_NOOP;
#ifdef TARGET_POSIX
// Some buttoncodes changed in Hardy
if ((code & KEY_VKEY) == KEY_VKEY && (code & 0x0F00))
{
code &= ~0x0F00;
it2 = (*it).second.find(code);
if (it2 != (*it).second.end())
return true;
}
#endif
}
// no key mapping found for the current window do the fallback handling
if (window > -1)
{
// first check if we have a fallback for the window
int fallbackWindow = CWindowTranslator::GetFallbackWindow(window);
if (fallbackWindow > -1 && HasLongpressMapping_Internal(fallbackWindow, key))
return true;
// fallback to default section
return HasLongpressMapping_Internal(-1, key);
}
return false;
}
unsigned int CButtonTranslator::GetActionCode(int window,
const CKey& key,
std::string& strAction) const
{
uint32_t code = key.GetButtonCode();
std::map<int, buttonMap>::const_iterator it = m_translatorMap.find(window);
if (it == m_translatorMap.end())
return ACTION_NONE;
buttonMap::const_iterator it2 = (*it).second.find(code);
unsigned int action = ACTION_NONE;
if (it2 == (*it).second.end() &&
code & CKey::MODIFIER_LONG) // If long action not found, try short one
{
code &= ~CKey::MODIFIER_LONG;
it2 = (*it).second.find(code);
}
if (it2 != (*it).second.end())
{
action = (*it2).second.id;
strAction = (*it2).second.strID;
}
#ifdef TARGET_POSIX
// Some buttoncodes changed in Hardy
if (action == ACTION_NONE && (code & KEY_VKEY) == KEY_VKEY && (code & 0x0F00))
{
CLog::Log(LOGDEBUG, "{}: Trying Hardy keycode for {:#04x}", __FUNCTION__, code);
code &= ~0x0F00;
it2 = (*it).second.find(code);
if (it2 != (*it).second.end())
{
action = (*it2).second.id;
strAction = (*it2).second.strID;
}
}
#endif
return action;
}
void CButtonTranslator::MapAction(uint32_t buttonCode, const std::string& szAction, buttonMap& map)
{
unsigned int action = ACTION_NONE;
if (!CActionTranslator::TranslateString(szAction, action) || buttonCode == 0)
return; // no valid action, or an invalid buttoncode
// have a valid action, and a valid button - map it.
// check to see if we've already got this (button,action) pair defined
buttonMap::iterator it = map.find(buttonCode);
if (it == map.end() || (*it).second.id != action || (*it).second.strID != szAction)
{
// NOTE: This multimap is only being used as a normal map at this point (no support
// for multiple actions per key)
if (it != map.end())
map.erase(it);
CButtonAction button;
button.id = action;
button.strID = szAction;
map.insert(std::pair<uint32_t, CButtonAction>(buttonCode, button));
}
}
void CButtonTranslator::MapWindowActions(const TiXmlNode* pWindow, int windowID)
{
if (pWindow == nullptr || windowID == WINDOW_INVALID)
return;
const TiXmlNode* pDevice;
static const std::vector<std::string> types = {"gamepad", "remote", "universalremote",
"keyboard", "mouse", "appcommand"};
for (const auto& type : types)
{
for (pDevice = pWindow->FirstChild(type); pDevice != nullptr;
pDevice = pDevice->NextSiblingElement(type))
{
buttonMap map;
std::map<int, buttonMap>::iterator it = m_translatorMap.find(windowID);
if (it != m_translatorMap.end())
{
map = std::move(it->second);
m_translatorMap.erase(it);
}
const TiXmlElement* pButton = pDevice->FirstChildElement();
while (pButton != nullptr)
{
uint32_t buttonCode = 0;
if (type == "gamepad")
buttonCode = CGamepadTranslator::TranslateString(pButton->Value());
else if (type == "remote")
buttonCode = CIRTranslator::TranslateString(pButton->Value());
else if (type == "universalremote")
buttonCode = CIRTranslator::TranslateUniversalRemoteString(pButton->Value());
else if (type == "keyboard")
buttonCode = CKeyboardTranslator::TranslateButton(pButton);
else if (type == "mouse")
buttonCode = CMouseTranslator::TranslateCommand(pButton);
else if (type == "appcommand")
buttonCode = CAppTranslator::TranslateAppCommand(pButton->Value());
if (buttonCode != 0)
{
if (pButton->FirstChild() && pButton->FirstChild()->Value()[0])
MapAction(buttonCode, pButton->FirstChild()->Value(), map);
else
{
buttonMap::iterator it = map.find(buttonCode);
while (it != map.end())
{
map.erase(it);
it = map.find(buttonCode);
}
}
}
pButton = pButton->NextSiblingElement();
}
// add our map to our table
if (!map.empty())
m_translatorMap.insert(std::make_pair(windowID, std::move(map)));
}
}
for (const auto& it : m_buttonMappers)
{
const std::string& device = it.first;
IButtonMapper* mapper = it.second;
// Map device actions
pDevice = pWindow->FirstChild(device);
while (pDevice != nullptr)
{
mapper->MapActions(windowID, pDevice);
pDevice = pDevice->NextSibling(device);
}
}
}
void CButtonTranslator::Clear()
{
m_translatorMap.clear();
for (auto it : m_buttonMappers)
it.second->Clear();
}
void CButtonTranslator::RegisterMapper(const std::string& device, IButtonMapper* mapper)
{
m_buttonMappers[device] = mapper;
}
void CButtonTranslator::UnregisterMapper(const IButtonMapper* mapper)
{
for (auto it = m_buttonMappers.begin(); it != m_buttonMappers.end(); ++it)
{
if (it->second == mapper)
{
m_buttonMappers.erase(it);
break;
}
}
}
uint32_t CButtonTranslator::TranslateString(const std::string& strMap, const std::string& strButton)
{
if (strMap == "KB") // standard keyboard map
{
return CKeyboardTranslator::TranslateString(strButton);
}
else if (strMap == "XG") // xbox gamepad map
{
return CGamepadTranslator::TranslateString(strButton);
}
else if (strMap == "R1") // xbox remote map
{
return CIRTranslator::TranslateString(strButton);
}
else if (strMap == "R2") // xbox universal remote map
{
return CIRTranslator::TranslateUniversalRemoteString(strButton);
}
else
{
return 0;
}
}
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