mirror of
https://github.com/libretro/scummvm.git
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212 lines
5.4 KiB
C++
212 lines
5.4 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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#ifndef COMMON_KEYMAPPER_H
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#define COMMON_KEYMAPPER_H
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#include "common/scummsys.h"
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#ifdef ENABLE_KEYMAPPER
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#include "common/events.h"
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#include "common/list.h"
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#include "common/hashmap.h"
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#include "common/stack.h"
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#include "backends/keymapper/hardware-input.h"
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#include "backends/keymapper/keymap.h"
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namespace Common {
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const char *const kGuiKeymapName = "gui";
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const char *const kGlobalKeymapName = "global";
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/**
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* Hash function for KeyState
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*/
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template<> struct Hash<KeyState>
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: public UnaryFunction<KeyState, uint> {
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uint operator()(const KeyState &val) const {
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return (uint)val.keycode | ((uint)val.flags << 24);
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}
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};
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class Keymapper : public Common::DefaultEventMapper {
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public:
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struct MapRecord {
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Keymap* keymap;
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bool transparent;
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bool global;
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};
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/* Nested class that represents a set of keymaps */
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class Domain : public HashMap<String, Keymap*,
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IgnoreCase_Hash, IgnoreCase_EqualTo> {
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public:
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Domain() : _configDomain(0) {}
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~Domain() {
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deleteAllKeyMaps();
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}
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void setConfigDomain(ConfigManager::Domain *confDom) {
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_configDomain = confDom;
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}
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ConfigManager::Domain *getConfigDomain() {
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return _configDomain;
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}
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void addKeymap(Keymap *map);
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void deleteAllKeyMaps();
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Keymap *getKeymap(const String& name);
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private:
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ConfigManager::Domain *_configDomain;
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};
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Keymapper(EventManager *eventMan);
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~Keymapper();
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// EventMapper interface
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virtual List<Event> mapEvent(const Event &ev, EventSource *source);
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/**
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* Registers a HardwareInputSet with the Keymapper
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* @note should only be called once (during backend initialisation)
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*/
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void registerHardwareInputSet(HardwareInputSet *inputs);
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/**
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* Get a list of all registered HardwareInputs
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*/
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const List<const HardwareInput *> &getHardwareInputs() const {
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assert(_hardwareInputs);
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return _hardwareInputs->getHardwareInputs();
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}
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/**
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* Add a keymap to the global domain.
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* If a saved key setup exists for it in the ini file it will be used.
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* Else, the key setup will be automatically mapped.
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*/
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void addGlobalKeymap(Keymap *keymap);
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/**
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* Add a keymap to the game domain.
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* @see addGlobalKeyMap
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* @note initGame() should be called before any game keymaps are added.
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*/
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void addGameKeymap(Keymap *keymap);
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/**
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* Should be called at end of game to tell Keymapper to deactivate and free
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* any game keymaps that are loaded.
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*/
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void cleanupGameKeymaps();
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/**
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* Obtain a keymap of the given name from the keymapper.
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* Game keymaps have priority over global keymaps
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* @param name name of the keymap to return
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* @param global set to true if returned keymap is global, false if game
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*/
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Keymap *getKeymap(const String& name, bool *global = 0);
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/**
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* Push a new keymap to the top of the active stack, activating
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* it for use.
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* @param name name of the keymap to push
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* @param transparent if true keymapper will iterate down the
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* stack if it cannot find a key in the new map
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* @return true if successful
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*/
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bool pushKeymap(const String& name, bool transparent = false);
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/**
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* Pop the top keymap off the active stack.
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* @param name (optional) name of keymap expected to be popped
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* if provided, will not pop unless name is the same
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* as the top keymap
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*/
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void popKeymap(const char *name = 0);
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/**
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* Enable/disable the keymapper
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*/
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void setEnabled(bool enabled) { _enabled = enabled; }
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/**
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* Return a HardwareInput pointer for the given event
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*/
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const HardwareInput *findHardwareInput(const Event &event);
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Domain& getGlobalDomain() { return _globalDomain; }
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Domain& getGameDomain() { return _gameDomain; }
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const Stack<MapRecord>& getActiveStack() const { return _activeMaps; }
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/**
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* Register the binding of a hardware input to an action
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*/
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void registerMapping(Action *action, const HardwareInput *input);
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/**
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* Unbind hardware inputs from an action
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*/
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void clearMapping(Action *action);
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private:
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enum IncomingEventType {
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kIncomingKeyDown,
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kIncomingKeyUp,
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kIncomingNonKey
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};
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void initKeymap(Domain &domain, Keymap *keymap);
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Domain _globalDomain;
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Domain _gameDomain;
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HardwareInputSet *_hardwareInputs;
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void pushKeymap(Keymap *newMap, bool transparent, bool global);
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Event executeAction(const Action *act, IncomingEventType incomingType);
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EventType convertDownToUp(EventType eventType);
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IncomingEventType convertToIncomingEventType(const Event &ev) const;
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EventManager *_eventMan;
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bool _enabled;
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Stack<MapRecord> _activeMaps;
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};
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} // End of namespace Common
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#endif // #ifdef ENABLE_KEYMAPPER
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#endif // #ifndef COMMON_KEYMAPPER_H
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