/* 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_KEYMAPPER_H #define COMMON_KEYMAPPER_H #include "common/scummsys.h" #include "backends/keymapper/keymap.h" #include "common/array.h" #include "common/config-manager.h" #include "common/events.h" namespace Common { const char *const kGuiKeymapName = "gui"; const char *const kGlobalKeymapName = "global"; struct Action; class DelayedEventSource; struct HardwareInput; class HardwareInputSet; class KeymapperDefaultBindings; class Keymapper : public Common::EventMapper { public: Keymapper(EventManager *eventMan); ~Keymapper(); // EventMapper interface virtual List mapEvent(const Event &ev); /** * Registers a HardwareInputSet and platform-specific default mappings with the Keymapper * * Transfers ownership to the Keymapper */ void registerHardwareInputSet(HardwareInputSet *inputs, KeymapperDefaultBindings *backendDefaultBindings); /** * 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. * * Transfers ownership of the keymap to the Keymapper */ void addGlobalKeymap(Keymap *keymap); /** * Add a keymap to the game domain. * * Transfers ownership of the keymap to the Keymapper * * @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(); /** * Obtain a keymap of the given name from the keymapper. * Game keymaps have priority over global keymaps * @param id name of the keymap to return */ Keymap *getKeymap(const String &id) const; /** * Obtain a list of all the keymaps registered with the keymapper */ const KeymapArray &getKeymaps() const { return _keymaps; } /** * reload the mappings for all the keymaps from the configuration manager */ void reloadAllMappings(); /** * Set which kind of keymap is currently used to map events * * Keymaps with the global type are always enabled */ void setEnabledKeymapType(Keymap::KeymapType type); Keymap::KeymapType enabledKeymapType() const { return _enabledKeymapType; } /** * Enable/disable the keymapper */ void setEnabled(bool enabled) { _enabled = enabled; } /** * Clear all the keymaps and hardware input sets */ void clear(); /** * Return a HardwareInput pointer for the given event */ HardwareInput findHardwareInput(const Event &event); void initKeymap(Keymap *keymap, ConfigManager::Domain *domain); void reloadKeymapMappings(Keymap *keymap); private: EventManager *_eventMan; HardwareInputSet *_hardwareInputs; KeymapperDefaultBindings *_backendDefaultBindings; DelayedEventSource *_delayedEventSource; enum IncomingEventType { kIncomingEventIgnored, kIncomingEventStart, kIncomingEventEnd, kIncomingEventInstant }; enum { kJoyAxisPressedTreshold = Common::JOYAXIS_MAX / 2, kJoyAxisUnpressedTreshold = Common::JOYAXIS_MAX / 4 }; bool _enabled; Keymap::KeymapType _enabledKeymapType; KeymapArray _keymaps; bool _joystickAxisPreviouslyPressed[6]; Keymap::KeymapMatch getMappedActions(const Event &event, Keymap::ActionArray &actions, Keymap::KeymapType keymapType) const; Event executeAction(const Action *act, const Event &incomingEvent); EventType convertStartToEnd(EventType eventType); IncomingEventType convertToIncomingEventType(const Event &ev) const; void hardcodedEventMapping(Event ev); void resetInputState(); }; /** * RAII helper to temporarily enable a keymap type */ class KeymapTypeEnabler { public: KeymapTypeEnabler(Keymapper *keymapper, Keymap::KeymapType keymapType) : _keymapper(keymapper) { assert(keymapper); _previousKeymapType = keymapper->enabledKeymapType(); keymapper->setEnabledKeymapType(keymapType); } ~KeymapTypeEnabler() { _keymapper->setEnabledKeymapType(_previousKeymapType); } private: Keymapper *_keymapper; Keymap::KeymapType _previousKeymapType; }; class DelayedEventSource : public EventSource { public: // EventSource API bool pollEvent(Event &event) override; bool allowMapping() const override; /** * Schedule an event to be produced after the specified delay */ void scheduleEvent(const Event &ev, uint32 delayMillis); private: struct DelayedEventsEntry { const uint32 timerOffset; const Event event; DelayedEventsEntry(const uint32 offset, const Event ev) : timerOffset(offset), event(ev) { } }; Queue _delayedEvents; uint32 _delayedEffectiveTime; }; } // End of namespace Common #endif // #ifndef COMMON_KEYMAPPER_H