scummvm/backends/keymapper/action.h

115 lines
2.8 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_ACTION
#define COMMON_ACTION
#include "common/events.h"
#include "common/func.h"
#include "common/list.h"
#include "common/str.h"
namespace Common {
struct HardwareKey;
class Keymap;
enum ActionType {
kGenericActionType,
// common actions
kDirectionUpAction,
kDirectionDownAction,
kDirectionLeftAction,
kDirectionRightAction,
kLeftClickAction,
kRightClickAction,
kSaveAction,
kMenuAction,
kQuitAction,
kVirtualKeyboardAction,
kKeyRemapAction,
kVolumeUpAction,
kVolumeDownAction,
kActionTypeMax
};
enum ActionCategory {
kGenericActionCategory,
// classes of action - probably need to be slightly more specific than this
kInGameAction, // effects the actual gameplay
kSystemAction, //show a menu / change volume / etc
kActionCategoryMax
};
struct Action {
/** unique id used for saving/loading to config */
int32 id;
/** Human readable description */
String description;
/** Events to be sent when mapped key is pressed */
List<Event> events;
ActionCategory category;
ActionType type;
int priority;
int group;
int flags;
private:
/** Hardware key that is mapped to this Action */
const HardwareKey *_hwKey;
Keymap *_boss;
public:
Action(Keymap *boss, int32 id, String des = "",
ActionCategory cat = kGenericActionCategory,
ActionType typ = kGenericActionType,
int pri = 0, int grp = 0, int flg = 0 );
void addEvent(const Event &evt) { events.push_back(evt); }
Keymap *getBoss() { return _boss; }
void mapKey(const HardwareKey *key);
const HardwareKey *getMappedKey() const;
};
struct ActionPriorityComp : public BinaryFunction<Action, Action, bool> {
bool operator()(const Action *x, const Action *y) const {
return x->priority > y->priority;
}
bool operator()(const Action &x, const Action &y) const {
return x.priority > y.priority;
}
};
} // end of namespace Common
#endif