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https://github.com/libretro/scummvm.git
synced 2024-12-13 12:39:56 +00:00
Keymapper:
- Introduced new OSystem method getHardwareKeySet() with default implementation - Moved global keymap creation to base/main.cpp - Moved GUI keymap creation to gui/GuiManager.cpp - Added various safeguard checks to various keymapper methods Now it is really possible to add keymapper to all backends. svn-id: r40439
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665e472ef0
@ -71,6 +71,11 @@ void Keymapper::registerHardwareKeySet(HardwareKeySet *keys) {
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if (_hardwareKeys)
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error("Hardware key set already registered!");
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if (!keys) {
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warning("No hardware keys are supplied");
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return;
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}
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_hardwareKeys = keys;
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}
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@ -93,6 +98,11 @@ void Keymapper::addGameKeymap(Keymap *keymap) {
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}
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void Keymapper::initKeymap(Domain &domain, Keymap *map) {
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if (!_hardwareKeys) {
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warning("No hardware keys were registered yet (%s)", map->getName().c_str());
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return;
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}
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map->setConfigDomain(domain.getConfigDomain());
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map->loadMappings(_hardwareKeys);
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@ -50,8 +50,7 @@
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static int mapKey(SDLKey key, SDLMod mod, Uint16 unicode)
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{
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static int mapKey(SDLKey key, SDLMod mod, Uint16 unicode) {
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if (key >= SDLK_F1 && key <= SDLK_F9) {
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return key - SDLK_F1 + Common::ASCII_F1;
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} else if (key >= SDLK_KP0 && key <= SDLK_KP9) {
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@ -522,10 +521,9 @@ bool OSystem_SDL::remapKey(SDL_Event &ev, Common::Event &event) {
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return false;
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}
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void OSystem_SDL::setupKeymapper() {
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Common::HardwareKeySet *OSystem_SDL::getHardwareKeySet() {
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#ifdef ENABLE_KEYMAPPER
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using namespace Common;
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Keymapper *mapper = getEventManager()->getKeymapper();
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HardwareKeySet *keySet = new HardwareKeySet();
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keySet->addHardwareKey(new HardwareKey( "a", KeyState(KEYCODE_a), "a", kActionKeyType ));
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@ -536,49 +534,10 @@ void OSystem_SDL::setupKeymapper() {
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keySet->addHardwareKey(new HardwareKey( "m", KeyState(KEYCODE_m), "m (remap)", kTriggerRightKeyType, kKeyRemapActionType ));
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keySet->addHardwareKey(new HardwareKey( "[", KeyState(KEYCODE_LEFTBRACKET), "[ (select)", kSelectKeyType ));
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keySet->addHardwareKey(new HardwareKey( "]", KeyState(KEYCODE_RIGHTBRACKET), "] (start)", kStartKeyType ));
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mapper->registerHardwareKeySet(keySet);
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Keymap *globalMap = new Keymap("global");
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Action *act;
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return keySet;
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act = new Action(globalMap, "MENU", "Menu", kGenericActionType, kSelectKeyType);
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act->addKeyEvent(KeyState(KEYCODE_F5, ASCII_F5, 0));
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act = new Action(globalMap, "SKCT", "Skip", kGenericActionType, kActionKeyType);
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act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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act = new Action(globalMap, "PAUS", "Pause", kGenericActionType, kStartKeyType);
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act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));
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act = new Action(globalMap, "SKLI", "Skip line", kGenericActionType, kActionKeyType);
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act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));
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act = new Action(globalMap, "VIRT", "Display keyboard", kVirtualKeyboardActionType);
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act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));
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act = new Action(globalMap, "REMP", "Remap keys", kKeyRemapActionType);
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act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));
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mapper->addGlobalKeymap(globalMap);
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Keymap *guiMap = new Keymap("gui");
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act = new Action(guiMap, "CLOS", "Close", kGenericActionType, kStartKeyType);
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act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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act = new Action(guiMap, "CLIK", "Mouse click");
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act->addLeftClickEvent();
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act = new Action(guiMap, "VIRT", "Display keyboard", kVirtualKeyboardActionType);
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act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));
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act = new Action(guiMap, "REMP", "Remap keys", kKeyRemapActionType);
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act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));
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mapper->addGlobalKeymap(guiMap);
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mapper->pushKeymap("global");
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#else
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return 0;
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#endif
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}
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@ -170,11 +170,6 @@ void OSystem_SDL::initBackend() {
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setupMixer();
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}
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// Setup the keymapper with backend's set of keys
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// NOTE: must be done before creating TimerManager
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// to avoid race conditions in creating EventManager
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setupKeymapper();
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// Create and hook up the timer manager, if none exists yet (we check for
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// this to allow subclasses to provide their own).
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if (_timer == 0) {
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@ -136,8 +136,7 @@ public:
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// Returns true if an event was retrieved.
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virtual bool pollEvent(Common::Event &event); // overloaded by CE backend
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// Sets up the keymapper with the backends hardware key set
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virtual void setupKeymapper();
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Common::HardwareKeySet *getHardwareKeySet();
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// Set function that generates samples
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virtual void setupMixer();
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@ -47,6 +47,8 @@
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#include "gui/GuiManager.h"
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#include "gui/message.h"
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#include "backends/keymapper/keymapper.h"
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#if defined(_WIN32_WCE)
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#include "backends/platform/wince/CELauncherDialog.h"
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#elif defined(__DC__)
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@ -234,6 +236,46 @@ static void setupGraphics(OSystem &system) {
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system.fillScreen(0);
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}
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static void setupKeymapper(OSystem &system) {
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#ifdef ENABLE_KEYMAPPER
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using namespace Common;
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Keymapper *mapper = system.getEventManager()->getKeymapper();
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Keymap *globalMap = new Keymap("global");
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Action *act;
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HardwareKeySet *keySet;
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keySet = system.getHardwareKeySet();
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// Query backend for hardware keys and register them
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mapper->registerHardwareKeySet(keySet);
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// Now create the global keymap
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act = new Action(globalMap, "MENU", "Menu", kGenericActionType, kSelectKeyType);
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act->addKeyEvent(KeyState(KEYCODE_F5, ASCII_F5, 0));
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act = new Action(globalMap, "SKCT", "Skip", kGenericActionType, kActionKeyType);
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act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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act = new Action(globalMap, "PAUS", "Pause", kGenericActionType, kStartKeyType);
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act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));
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act = new Action(globalMap, "SKLI", "Skip line", kGenericActionType, kActionKeyType);
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act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));
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act = new Action(globalMap, "VIRT", "Display keyboard", kVirtualKeyboardActionType);
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act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));
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act = new Action(globalMap, "REMP", "Remap keys", kKeyRemapActionType);
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act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));
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mapper->addGlobalKeymap(globalMap);
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mapper->pushKeymap("global");
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#endif
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}
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extern "C" int scummvm_main(int argc, const char * const argv[]) {
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Common::String specialDebug;
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@ -295,6 +337,9 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
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// take place after the backend is initiated and the screen has been setup
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system.getEventManager()->init();
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// Now as the event manager is created, setup the keymapper
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setupKeymapper(system);
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// Unless a game was specified, show the launcher dialog
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if (0 == ConfMan.getActiveDomain())
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launcherDialog();
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@ -48,6 +48,7 @@ namespace Common {
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class TimerManager;
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class SeekableReadStream;
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class WriteStream;
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class HardwareKeySet;
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}
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class FilesystemFactory;
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@ -744,6 +745,15 @@ public:
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*/
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virtual Common::EventManager *getEventManager() = 0;
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/**
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* Register hardware keys with keymapper
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*
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* @return HardwareKeySet with all keys and recommended mappings
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*
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* See keymapper documentation for further reference.
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*/
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virtual Common::HardwareKeySet *getHardwareKeySet() { return 0; }
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//@}
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@ -79,6 +79,36 @@ GuiManager::~GuiManager() {
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delete _theme;
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}
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#ifdef ENABLE_KEYMAPPER
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void GuiManager::initKeymap() {
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using namespace Common;
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bool tmp;
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Keymapper *mapper = _system->getEventManager()->getKeymapper();
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// Do not try to recreate same keymap over again
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if (mapper->getKeymap("gui", tmp) != 0)
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return;
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Action *act;
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Keymap *guiMap = new Keymap("gui");
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act = new Action(guiMap, "CLOS", "Close", kGenericActionType, kStartKeyType);
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act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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act = new Action(guiMap, "CLIK", "Mouse click");
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act->addLeftClickEvent();
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act = new Action(guiMap, "VIRT", "Display keyboard", kVirtualKeyboardActionType);
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act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));
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act = new Action(guiMap, "REMP", "Remap keys", kKeyRemapActionType);
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act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));
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mapper->addGlobalKeymap(guiMap);
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}
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#endif
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bool GuiManager::loadNewTheme(Common::String id, ThemeEngine::GraphicsMode gfx) {
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// If we are asked to reload the currently active theme, just do nothing
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// FIXME: Actually, why? It might be desirable at times to force a theme reload...
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@ -213,6 +243,12 @@ void GuiManager::runLoop() {
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const uint32 waitTime = 1000 / 45;
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#ifdef ENABLE_KEYMAPPER
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// Due to circular reference with event manager and GUI
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// we cannot init keymap on the GUI creation. Thus, let's
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// try to do it on every launch, checking whether the
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// map is already existing
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initKeymap();
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eventMan->getKeymapper()->pushKeymap("gui");
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#endif
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@ -124,6 +124,8 @@ protected:
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bool _themeChange;
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void initKeymap();
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void saveState();
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void restoreState();
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