scummvm/backends/keymapper/keymapper.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_KEYMAPPER
#define COMMON_KEYMAPPER
#include "common/events.h"
#include "common/list.h"
#include "common/stack.h"
#include "backends/keymapper/hardware-key.h"
#include "backends/keymapper/keymap.h"
#include "backends/keymapper/keymap-manager.h"
namespace Common {
class Keymapper {
public:
struct MapRecord {
Keymap* keymap;
bool inherit;
bool global;
};
Keymapper(EventManager *eventMan);
~Keymapper();
/**
* Registers a HardwareKeySet with the Keymapper
* @note should only be called once (during backend initialisation)
*/
void registerHardwareKeySet(HardwareKeySet *keys);
/**
* Add a keymap to the global domain.
* If a saved key setup exists for it in the ini file it will be used.
* Else, the key setup will be automatically mapped.
*/
void addGlobalKeymap(Keymap *keymap);
/**
* Add a keymap to the game domain.
* @see addGlobalKeyMap
* @note initGame() should be called before any game keymaps are added.
*/
void addGameKeymap(Keymap *keymap);
/**
* Should be called at end of game to tell Keymapper to deactivate and free
* any game keymaps that are loaded.
*/
void cleanupGameKeymaps();
/**
* Push a new keymap to the top of the active stack, activating
* it for use.
* @param name name of the keymap to push
* @param inherit if true keymapper will iterate down the
* stack it cannot find a key in the new map
* @return true if succesful
*/
bool pushKeymap(const String& name, bool inherit = false);
/**
* Pop the top keymap off the active stack.
*/
void popKeymap();
/**
* @brief Map a key press event.
* If the active keymap contains a Action mapped to the given key, then
* the Action's events are pushed into the EventManager's event queue.
* @param key key that was pressed
* @param isKeyDown true for key down, false for key up
* @return true if key was mapped
*/
bool mapKey(const KeyState& key, bool isKeyDown);
/**
* @brief Map a key down event.
* @see mapKey
*/
bool mapKeyDown(const KeyState& key);
/**
* @brief Map a key up event.
* @see mapKey
*/
bool mapKeyUp(const KeyState& key);
const HardwareKey *getHardwareKey(const KeyState& key);
void setEnabled(bool enabled) { _enabled = enabled; }
KeymapManager *getManager() { return _keymapMan; }
Stack<MapRecord>& getActiveStack() { return _activeMaps; }
private:
void pushKeymap(Keymap *newMap, bool inherit, bool global);
typedef List<HardwareKey*>::iterator Iterator;
EventManager *_eventMan;
KeymapManager *_keymapMan;
bool _enabled;
Stack<MapRecord> _activeMaps;
};
} // end of namespace Common
#endif