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Custom engine actions are a new type of event the Keymapper can produce. When an engine declares its keymap, it can declare it wants to receive custom action events when the corresponding key is pressed, instead of the originating hardware input events. This system allows: * Key bindings to be specified only once when declaring the keymap, instead of twice (when handling the events). * To truly rebind keys in the keymaps dialog. When using traditional event mapping, the keymapper remaps the user keypress to the keypress expected by the game engine to perform the action. However, the engine still accepts the original keys. The new concept of 'standard actions' defines a set of engine actions that are commonly available in the games supported by ScummVM. Backends can define default bindings for the standard actions to hardware specific input devices.
48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymap.h"
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namespace Common {
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Action::Action(const char *i, const String &des) :
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id(i),
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description(des) {
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assert(i);
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}
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void Action::addDefaultInputMapping(const String &hwId) {
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if (hwId.empty()) {
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return;
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}
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// Don't allow an input to map to the same action multiple times
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Array<String>::const_iterator found = find(_defaultInputMapping.begin(), _defaultInputMapping.end(), hwId);
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if (found == _defaultInputMapping.end()) {
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_defaultInputMapping.push_back(hwId);
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}
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}
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} // End of namespace Common
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