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223 lines (185 loc) · 7.75 KB
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// KeybindManager.cpp
// Centralized keybind mode handling with edge detection for toggle support.
#include "KeybindManager.h"
#include "Config.h"
#include "Globals.h"
#include "Logger.h"
#include <array>
#include <atomic>
#include <string>
#include <windows.h>
namespace KeybindManager {
// Per-VK previous-state tracking for edge detection. The former
// std::map<int,bool> + std::mutex required heap allocation, a hash/tree
// lookup, and a global lock on every keystroke. The fixed-size array of
// atomics indexed by VK eliminates allocation, lock contention, and cache
// misses for the same observable behaviour. Single dispatch thread today,
// but atomics keep us safe if that changes.
static std::array<std::atomic<bool>, 256> g_previousKeyState{};
void Initialize() {
for (auto &v : g_previousKeyState) {
v.store(false, std::memory_order_relaxed);
}
}
KeyAction ProcessKeyEvent(int vkCode, bool isKeyDown, int configKey,
std::atomic<Config::KeybindMode> &mode,
std::atomic<bool> &toggleActive) {
KeyAction action;
action.isKeyDown = isKeyDown;
// Only process if this is the configured key
if (vkCode != configKey) {
return action;
}
if (vkCode < 0 || vkCode >= 256) {
return action;
}
const bool wasKeyDown = g_previousKeyState[static_cast<size_t>(vkCode)]
.exchange(isKeyDown, std::memory_order_relaxed);
// Detect key-down edge (up -> down transition)
bool keyDownEdge = isKeyDown && !wasKeyDown;
action.keyDownEdge = keyDownEdge;
const Config::KeybindMode currentMode = mode.load(std::memory_order_relaxed);
if (currentMode == Config::KeybindMode::Hold) {
// Hold mode: active while key is pressed
action.shouldActivate = isKeyDown;
action.shouldDeactivate = !isKeyDown;
} else {
// Toggle mode: invert state on key-down edge only
if (keyDownEdge) {
bool currentActive = toggleActive.load(std::memory_order_relaxed);
bool newActive = !currentActive;
toggleActive.store(newActive, std::memory_order_relaxed);
action.shouldActivate = newActive;
action.shouldDeactivate = !newActive;
}
// In toggle mode, key-up does nothing
}
return action;
}
// -----------------------------------------------------------------------
// Generic helpers — eliminate per-feature copy-paste
// -----------------------------------------------------------------------
// Returns whether a feature with the given config key+mode is currently active
// based on physical key hold state or toggle state.
static bool IsFeatureActive(std::atomic<int> &configKey,
std::atomic<Config::KeybindMode> &mode,
std::atomic<bool> &toggleActive) {
if (mode.load(std::memory_order_relaxed) == Config::KeybindMode::Hold) {
const int vk = configKey.load(std::memory_order_relaxed);
if (vk >= 0 && vk < 256)
return Globals::g_KeyInfo[vk].physicalKeyDown.load(std::memory_order_relaxed);
return false;
}
return toggleActive.load(std::memory_order_relaxed);
}
// Processes a key event for a feature and returns whether the feature should
// be active after this event.
static bool ProcessFeatureKeyEvent(int vkCode, bool isKeyDown,
std::atomic<int> &configKey,
std::atomic<Config::KeybindMode> &mode,
std::atomic<bool> &toggleActive) {
const int key = configKey.load(std::memory_order_relaxed);
if (vkCode != key) {
return IsFeatureActive(configKey, mode, toggleActive);
}
auto action = ProcessKeyEvent(vkCode, isKeyDown, key, mode, toggleActive);
if (mode.load(std::memory_order_relaxed) == Config::KeybindMode::Hold) {
return action.isKeyDown;
}
return toggleActive.load(std::memory_order_relaxed);
}
// -----------------------------------------------------------------------
// Feature-specific processors (thin wrappers over the generic helpers)
// -----------------------------------------------------------------------
bool ProcessSpamTrigger(int vkCode, bool isKeyDown) {
return ProcessFeatureKeyEvent(vkCode, isKeyDown,
Config::KeySpamTrigger,
Config::KeySpamTriggerMode,
Config::KeySpamTriggerToggleActive);
}
bool ProcessTurboLoot(int vkCode, bool isKeyDown) {
return ProcessFeatureKeyEvent(vkCode, isKeyDown,
Config::TurboLootKey,
Config::TurboLootMode,
Config::TurboLootToggleActive);
}
bool ProcessTurboJump(int vkCode, bool isKeyDown) {
return ProcessFeatureKeyEvent(vkCode, isKeyDown,
Config::TurboJumpKey,
Config::TurboJumpMode,
Config::TurboJumpToggleActive);
}
bool ProcessSuperglide(int vkCode, bool isKeyDown) {
const int bindKey = Config::SuperglideBind.load(std::memory_order_relaxed);
if (vkCode != bindKey) {
return false;
}
// Superglide is always hold-mode internally (one-shot on key-down edge).
Config::SuperglideMode.store(Config::KeybindMode::Hold,
std::memory_order_relaxed);
Config::SuperglideToggleActive.store(false, std::memory_order_relaxed);
auto action =
ProcessKeyEvent(vkCode, isKeyDown, bindKey, Config::SuperglideMode,
Config::SuperglideToggleActive);
Config::SuperglideToggleActive.store(false, std::memory_order_relaxed);
return action.keyDownEdge;
}
// -----------------------------------------------------------------------
// Active-state queries
// -----------------------------------------------------------------------
bool IsSpamTriggerActive() {
return IsFeatureActive(Config::KeySpamTrigger,
Config::KeySpamTriggerMode,
Config::KeySpamTriggerToggleActive);
}
bool IsTurboLootActive() {
return IsFeatureActive(Config::TurboLootKey,
Config::TurboLootMode,
Config::TurboLootToggleActive);
}
bool IsTurboJumpActive() {
return IsFeatureActive(Config::TurboJumpKey,
Config::TurboJumpMode,
Config::TurboJumpToggleActive);
}
bool IsSuperglideActive() {
return false; // One-shot trigger, no persistent active state.
}
// -----------------------------------------------------------------------
// Dynamic keybinding capture
// -----------------------------------------------------------------------
bool HandleBind(int vkCode, bool isKeyDown) {
std::atomic<int> *target = Globals::g_bindingTarget.load();
if (!target) {
return false;
}
// Suppress key-up events for the binding key to prevent leaks,
// but don't perform binding logic on them.
if (!isKeyDown) {
return true;
}
// Cancel on Escape
if (vkCode == VK_ESCAPE) {
Globals::g_bindingTarget.store(nullptr);
Logger::GetInstance().Log("Binding cancelled by user.");
return true;
}
// Ignore mouse buttons (hooks usually filter them, but defensive check)
if (vkCode == VK_LBUTTON || vkCode == VK_RBUTTON || vkCode == VK_MBUTTON) {
return true;
}
// Bind the key
target->store(vkCode);
if (vkCode >= 0 && vkCode < 256) {
Globals::g_KeyInfo[vkCode].physicalKeyDown.store(true,
std::memory_order_release);
g_previousKeyState[static_cast<size_t>(vkCode)].store(
true, std::memory_order_relaxed);
}
Config::SaveConfig();
Logger::GetInstance().Log("Rebound key to VK " + std::to_string(vkCode));
// Exit binding mode
Globals::g_bindingTarget.store(nullptr);
return true; // Suppress the key press so it doesn't trigger game actions
}
} // namespace KeybindManager