scummvm/backends/keymapper/action.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.
*
*/
#ifndef COMMON_ACTION_H
#define COMMON_ACTION_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/events.h"
#include "common/str.h"
#include "common/ustr.h"
namespace Common {
struct KeyActionEntry {
const char *id;
const KeyState ks;
const char *defaultHwId;
const char *description;
};
struct Action {
/** unique id used for saving/loading to config */
const char *id;
/** Human readable description */
U32String description;
/** Event to be sent when mapped key is pressed */
Event event;
private:
Array<String> _defaultInputMapping;
bool _shouldTriggerOnKbdRepeats;
public:
Action(const char *id, const U32String &description);
void setEvent(const Event &evt) {
event = evt;
}
void setEvent(const EventType evtType) {
event = Event();
event.type = evtType;
}
void setCustomBackendActionEvent(const CustomEventType evtType) {
event = Event();
event.type = EVENT_CUSTOM_BACKEND_ACTION_START;
event.customType = evtType;
}
void setCustomBackendActionAxisEvent(const CustomEventType evtType) {
event = Event();
event.type = EVENT_CUSTOM_BACKEND_ACTION_AXIS;
event.customType = evtType;
}
void setCustomEngineActionEvent(const CustomEventType evtType) {
event = Event();
event.type = EVENT_CUSTOM_ENGINE_ACTION_START;
event.customType = evtType;
}
void setKeyEvent(const KeyState &ks) {
event = Event();
event.type = EVENT_KEYDOWN;
event.kbd = ks;
}
void setLeftClickEvent() {
setEvent(EVENT_LBUTTONDOWN);
}
void setMiddleClickEvent() {
setEvent(EVENT_MBUTTONDOWN);
}
void setRightClickEvent() {
setEvent(EVENT_RBUTTONDOWN);
}
void setMouseWheelUpEvent() {
setEvent(EVENT_WHEELUP);
}
void setMouseWheelDownEvent() {
setEvent(EVENT_WHEELDOWN);
}
void setX1ClickEvent() {
setEvent(EVENT_X1BUTTONDOWN);
}
void setX2ClickEvent() {
setEvent(EVENT_X2BUTTONDOWN);
}
/**
* Allows an action bound to a keyboard event to be repeatedly
* triggered by key repeats
*
* Note that key repeat events should probably not be used for anything
* else than text input as they do not trigger when the action is bound
* to something else than a keyboard key. Furthermore, the frequency at
* which they trigger and whether they trigger at all is operating system
* controlled.
*/
void allowKbdRepeats() {
_shouldTriggerOnKbdRepeats = true;
}
bool shouldTriggerOnKbdRepeats() const { return _shouldTriggerOnKbdRepeats; }
/**
* Add a default input mapping for the action
*
* Unknown hardware inputs will be silently ignored.
* Having keyboard bindings by default will not cause trouble
* on devices without a keyboard.
*
* @param hwId Hardware input identifier as registered with the keymapper
*/
void addDefaultInputMapping(const String &hwId);
const Array<String> &getDefaultInputMapping() const {
return _defaultInputMapping;
}
};
} // End of namespace Common
#endif // #ifndef COMMON_ACTION_H