mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 12:39:56 +00:00
424 lines
13 KiB
C++
424 lines
13 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/keymapper.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/hardware-input.h"
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#include "backends/keymapper/keymapper-defaults.h"
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#include "common/system.h"
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namespace Common {
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// These magic numbers are provided by fuzzie and WebOS
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static const uint32 kDelayKeyboardEventMillis = 250;
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static const uint32 kDelayMouseEventMillis = 50;
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Keymapper::Keymapper(EventManager *eventMan) :
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_eventMan(eventMan),
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_hardwareInputs(nullptr),
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_backendDefaultBindings(nullptr),
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_delayedEventSource(new DelayedEventSource()),
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_enabled(true),
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_enabledKeymapType(Keymap::kKeymapTypeGlobal) {
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_eventMan->getEventDispatcher()->registerSource(_delayedEventSource, true);
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resetInputState();
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}
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Keymapper::~Keymapper() {
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clear();
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}
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void Keymapper::clear() {
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for (KeymapArray::iterator it = _keymaps.begin(); it != _keymaps.end(); it++) {
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delete *it;
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}
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_keymaps.clear();
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delete _backendDefaultBindings;
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_backendDefaultBindings = nullptr;
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delete _hardwareInputs;
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_hardwareInputs = nullptr;
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}
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void Keymapper::registerHardwareInputSet(HardwareInputSet *inputs) {
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if (_hardwareInputs)
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error("Hardware input set already registered");
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if (!inputs) {
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warning("No hardware input were defined, using defaults");
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CompositeHardwareInputSet *compositeInputs = new CompositeHardwareInputSet();
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compositeInputs->addHardwareInputSet(new MouseHardwareInputSet(defaultMouseButtons));
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compositeInputs->addHardwareInputSet(new KeyboardHardwareInputSet(defaultKeys, defaultModifiers));
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inputs = compositeInputs;
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}
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_hardwareInputs = inputs;
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}
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void Keymapper::registerBackendDefaultBindings(KeymapperDefaultBindings *backendDefaultBindings) {
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if (!_keymaps.empty())
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error("Backend default bindings must be defined before adding keymaps");
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_backendDefaultBindings = backendDefaultBindings;
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}
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void Keymapper::addGlobalKeymap(Keymap *keymap) {
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assert(keymap->getType() == Keymap::kKeymapTypeGlobal
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|| keymap->getType() == Keymap::kKeymapTypeGui);
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ConfigManager::Domain *keymapperDomain = ConfMan.getDomain(ConfigManager::kKeymapperDomain);
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initKeymap(keymap, keymapperDomain);
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// Global keymaps have the lowest priority, they need to be first in the array
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_keymaps.insert_at(0, keymap);
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}
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void Keymapper::addGameKeymap(Keymap *keymap) {
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assert(keymap->getType() == Keymap::kKeymapTypeGame);
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ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
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if (!gameDomain) {
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error("Call to Keymapper::addGameKeymap when no game loaded");
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}
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initKeymap(keymap, gameDomain);
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_keymaps.push_back(keymap);
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}
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void Keymapper::initKeymap(Keymap *keymap, ConfigManager::Domain *domain) {
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if (!_hardwareInputs) {
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warning("No hardware inputs were registered yet (%s)", keymap->getId().c_str());
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return;
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}
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keymap->setConfigDomain(domain);
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keymap->setHardwareInputs(_hardwareInputs);
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keymap->setBackendDefaultBindings(_backendDefaultBindings);
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keymap->loadMappings();
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}
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void Keymapper::cleanupGameKeymaps() {
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// Flush all game specific keymaps
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KeymapArray::iterator it = _keymaps.begin();
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while (it != _keymaps.end()) {
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if ((*it)->getType() == Keymap::kKeymapTypeGame) {
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delete *it;
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it = _keymaps.erase(it);
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} else {
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it++;
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}
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}
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}
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Keymap *Keymapper::getKeymap(const String &id) const {
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for (KeymapArray::const_iterator it = _keymaps.begin(); it != _keymaps.end(); it++) {
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if ((*it)->getId() == id) {
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return *it;
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}
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}
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return nullptr;
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}
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void Keymapper::reloadAllMappings() {
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for (uint i = 0; i < _keymaps.size(); i++) {
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_keymaps[i]->loadMappings();
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}
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}
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void Keymapper::setEnabledKeymapType(Keymap::KeymapType type) {
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_enabledKeymapType = type;
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}
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List<Event> Keymapper::mapEvent(const Event &ev) {
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if (!_enabled) {
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List<Event> originalEvent;
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originalEvent.push_back(ev);
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return originalEvent;
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}
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hardcodedEventMapping(ev);
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List<Event> mappedEvents;
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for (int i = _keymaps.size() - 1; i >= 0; --i) {
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if (!_keymaps[i]->isEnabled()) {
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continue;
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}
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Keymap::KeymapType keymapType = _keymaps[i]->getType();
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if (keymapType != _enabledKeymapType && keymapType != Keymap::kKeymapTypeGlobal) {
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continue; // Ignore GUI keymaps while in game and vice versa
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}
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debug(9, "Keymapper::mapKey keymap: %s", _keymaps[i]->getId().c_str());
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const Keymap::ActionArray &actions = _keymaps[i]->getMappedActions(ev);
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for (Keymap::ActionArray::const_iterator it = actions.begin(); it != actions.end(); it++) {
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Event mappedEvent = executeAction(*it, ev);
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if (mappedEvent.type == EVENT_INVALID) {
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continue;
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}
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// In case we mapped a mouse event to something else, we need to generate an artificial
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// mouse move event so event observers can keep track of the mouse position.
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// Makes it possible to reliably use the mouse position from EventManager when consuming
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// custom action events.
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if (isMouseEvent(ev) && !isMouseEvent(mappedEvent)) {
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Event fakeMouseEvent;
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fakeMouseEvent.type = EVENT_MOUSEMOVE;
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fakeMouseEvent.mouse = ev.mouse;
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mappedEvents.push_back(fakeMouseEvent);
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}
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mappedEvents.push_back(mappedEvent);
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}
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if (!actions.empty()) {
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// If we found actions matching this input in a keymap, no need to look at the other keymaps.
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// An input resulting in actions from system and game keymaps would lead to unexpected user experience.
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break;
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}
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}
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if (ev.type == EVENT_JOYAXIS_MOTION && ev.joystick.axis < ARRAYSIZE(_joystickAxisPreviouslyPressed)) {
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if (ABS<int32>(ev.joystick.position) >= kJoyAxisPressedTreshold) {
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_joystickAxisPreviouslyPressed[ev.joystick.axis] = true;
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} else if (ABS<int32>(ev.joystick.position) < kJoyAxisUnpressedTreshold) {
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_joystickAxisPreviouslyPressed[ev.joystick.axis] = false;
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}
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}
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// Ignore keyboard repeat events. Repeat event are meant for text input,
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// the keymapper / keymaps are supposed to be disabled during text input.
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// TODO: Add a way to keep repeat events if needed.
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if (!mappedEvents.empty() && ev.type == EVENT_KEYDOWN && ev.kbdRepeat) {
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return List<Event>();
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}
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if (mappedEvents.empty()) {
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// if it didn't get mapped, just pass it through
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mappedEvents.push_back(ev);
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}
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return mappedEvents;
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}
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Keymapper::IncomingEventType Keymapper::convertToIncomingEventType(const Event &ev) const {
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if (ev.type == EVENT_CUSTOM_BACKEND_HARDWARE
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|| ev.type == EVENT_WHEELDOWN
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|| ev.type == EVENT_WHEELUP) {
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return kIncomingEventInstant;
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} else if (ev.type == EVENT_JOYAXIS_MOTION) {
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if (ev.joystick.axis >= ARRAYSIZE(_joystickAxisPreviouslyPressed)) {
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return kIncomingEventIgnored;
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}
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if (!_joystickAxisPreviouslyPressed[ev.joystick.axis] && ABS<int32>(ev.joystick.position) >= kJoyAxisPressedTreshold) {
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return kIncomingEventStart;
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} else if (_joystickAxisPreviouslyPressed[ev.joystick.axis] && ABS<int32>(ev.joystick.position) < kJoyAxisUnpressedTreshold) {
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return kIncomingEventEnd;
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} else {
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return kIncomingEventIgnored;
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}
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} else if (ev.type == EVENT_KEYDOWN
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|| ev.type == EVENT_LBUTTONDOWN
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|| ev.type == EVENT_RBUTTONDOWN
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|| ev.type == EVENT_MBUTTONDOWN
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|| ev.type == EVENT_X1BUTTONDOWN
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|| ev.type == EVENT_X2BUTTONDOWN
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|| ev.type == EVENT_JOYBUTTON_DOWN) {
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return kIncomingEventStart;
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} else {
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return kIncomingEventEnd;
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}
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}
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bool Keymapper::isMouseEvent(const Event &event) {
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return event.type == EVENT_LBUTTONDOWN
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|| event.type == EVENT_LBUTTONUP
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|| event.type == EVENT_RBUTTONDOWN
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|| event.type == EVENT_RBUTTONUP
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|| event.type == EVENT_MBUTTONDOWN
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|| event.type == EVENT_MBUTTONUP
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|| event.type == EVENT_WHEELDOWN
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|| event.type == EVENT_WHEELUP
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|| event.type == EVENT_X1BUTTONDOWN
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|| event.type == EVENT_X1BUTTONUP
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|| event.type == EVENT_X2BUTTONDOWN
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|| event.type == EVENT_X2BUTTONUP
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|| event.type == EVENT_MOUSEMOVE;
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}
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Event Keymapper::executeAction(const Action *action, const Event &incomingEvent) {
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Event outgoingEvent = Event(action->event);
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IncomingEventType incomingType = convertToIncomingEventType(incomingEvent);
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if (incomingType == kIncomingEventIgnored) {
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outgoingEvent.type = EVENT_INVALID;
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return outgoingEvent;
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}
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EventType convertedType = convertStartToEnd(outgoingEvent.type);
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// hardware keys need to send up instead when they are up
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if (incomingType == kIncomingEventEnd) {
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outgoingEvent.type = convertedType;
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}
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if (isMouseEvent(outgoingEvent)) {
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if (isMouseEvent(incomingEvent)) {
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outgoingEvent.mouse = incomingEvent.mouse;
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} else {
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outgoingEvent.mouse = _eventMan->getMousePos();
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}
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}
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// Check if the event is coming from a non-key hardware event
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// that is mapped to a key event
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if (incomingType == kIncomingEventInstant && convertedType != EVENT_INVALID) {
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// WORKAROUND: Delay the down events coming from non-key hardware events
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// with a zero delay. This is to prevent DOWN1 DOWN2 UP1 UP2.
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_delayedEventSource->scheduleEvent(outgoingEvent, 0);
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// non-keys need to send up as well
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// WORKAROUND: Delay the up events coming from non-key hardware events
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// This is for engines that run scripts that check on key being down
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outgoingEvent.type = convertedType;
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const uint32 delay = (convertedType == EVENT_KEYUP ? kDelayKeyboardEventMillis : kDelayMouseEventMillis);
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_delayedEventSource->scheduleEvent(outgoingEvent, delay);
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}
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return outgoingEvent;
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}
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EventType Keymapper::convertStartToEnd(EventType type) {
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EventType result = EVENT_INVALID;
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switch (type) {
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case EVENT_KEYDOWN:
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result = EVENT_KEYUP;
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break;
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case EVENT_LBUTTONDOWN:
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result = EVENT_LBUTTONUP;
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break;
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case EVENT_RBUTTONDOWN:
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result = EVENT_RBUTTONUP;
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break;
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case EVENT_MBUTTONDOWN:
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result = EVENT_MBUTTONUP;
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break;
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case EVENT_X1BUTTONDOWN:
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result = EVENT_X1BUTTONUP;
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break;
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case EVENT_X2BUTTONDOWN:
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result = EVENT_X2BUTTONUP;
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break;
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case EVENT_JOYBUTTON_DOWN:
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result = EVENT_JOYBUTTON_UP;
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break;
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case EVENT_CUSTOM_BACKEND_ACTION_START:
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result = EVENT_CUSTOM_BACKEND_ACTION_END;
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break;
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case EVENT_CUSTOM_ENGINE_ACTION_START:
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result = EVENT_CUSTOM_ENGINE_ACTION_END;
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break;
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default:
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break;
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}
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return result;
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}
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HardwareInput Keymapper::findHardwareInput(const Event &event) {
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return _hardwareInputs->findHardwareInput(event);
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}
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void Keymapper::hardcodedEventMapping(Event ev) {
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// TODO: Either add support for long presses to the keymapper
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// or move this elsewhere as an event observer + source
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#ifdef ENABLE_VKEYBD
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// Trigger virtual keyboard on long press of more than 1 second
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// of middle mouse button.
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const uint32 vkeybdTime = 1000;
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static uint32 vkeybdThen = 0;
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if (ev.type == EVENT_MBUTTONDOWN) {
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vkeybdThen = g_system->getMillis();
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}
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if (ev.type == EVENT_MBUTTONUP) {
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if ((g_system->getMillis() - vkeybdThen) >= vkeybdTime) {
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Event vkeybdEvent;
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vkeybdEvent.type = EVENT_VIRTUAL_KEYBOARD;
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// Avoid blocking event from engine.
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_delayedEventSource->scheduleEvent(vkeybdEvent, 100);
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}
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}
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#endif
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}
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void Keymapper::resetInputState() {
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for (uint i = 0; i < ARRAYSIZE(_joystickAxisPreviouslyPressed); i++) {
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_joystickAxisPreviouslyPressed[i] = false;
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}
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}
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void DelayedEventSource::scheduleEvent(const Event &ev, uint32 delayMillis) {
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if (_delayedEvents.empty()) {
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_delayedEffectiveTime = g_system->getMillis() + delayMillis;
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delayMillis = 0;
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}
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DelayedEventsEntry entry = DelayedEventsEntry(delayMillis, ev);
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_delayedEvents.push(entry);
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}
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bool DelayedEventSource::pollEvent(Event &event) {
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if (_delayedEvents.empty()) {
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return false;
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}
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uint32 now = g_system->getMillis();
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if (now >= _delayedEffectiveTime) {
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event = _delayedEvents.pop().event;
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if (!_delayedEvents.empty()) {
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_delayedEffectiveTime += _delayedEvents.front().timerOffset;
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}
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return true;
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}
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return false;
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}
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bool DelayedEventSource::allowMapping() const {
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return false; // Events from this source have already been mapped, and should not be mapped again
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}
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} // End of namespace Common
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