scummvm/backends/keymapper/keymap.h
Bastien Bouclet 9cc2fee887 SDL: Enable joystick input by default
Game controller input is now enabled whenever a compatible device is
connected. The keymapper's keymaps are refreshed when a joystick is added
or removed.

Fixes #10366.
2020-03-16 18:41:27 +01:00

193 lines
5.2 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.
*
*/
#ifndef COMMON_KEYMAP_H
#define COMMON_KEYMAP_H
#include "common/scummsys.h"
#include "backends/keymapper/hardware-input.h"
#include "common/config-manager.h"
#include "common/func.h"
#include "common/hashmap.h"
#include "common/hash-ptr.h"
#include "common/list.h"
#include "common/str-array.h"
namespace Common {
const char *const kStandardActionsKeymapName = "standard-actions";
struct Action;
struct Event;
struct HardwareInput;
class HardwareInputSet;
class KeymapperDefaultBindings;
struct HardwareInput_EqualTo {
bool operator()(const HardwareInput& x, const HardwareInput& y) const {
return (x.type == y.type)
&& (x.key.keycode == y.key.keycode)
&& (x.key.flags == y.key.flags)
&& (x.inputCode == y.inputCode);
}
};
struct HardwareInput_Hash {
uint operator()(const HardwareInput& x) const {
uint hash = 7;
hash = 31 * hash + x.type;
hash = 31 * hash + x.key.keycode;
hash = 31 * hash + x.key.flags;
hash = 31 * hash + x.inputCode;
return hash;
}
};
class Keymap {
public:
enum KeymapType {
kKeymapTypeGlobal,
kKeymapTypeGui,
kKeymapTypeGame
};
typedef Array<Action *> ActionArray;
Keymap(KeymapType type, const String &id, const String &description);
~Keymap();
void setConfigDomain(ConfigManager::Domain *configDomain);
void setHardwareInputs(HardwareInputSet *hardwareInputSet);
void setBackendDefaultBindings(const KeymapperDefaultBindings *backendDefaultBindings);
/**
* Registers a HardwareInput to the given Action
* @param action Action in this Keymap
* @param key pointer to HardwareInput to map
* @see Action::mapKey
*/
void registerMapping(Action *action, const HardwareInput &input);
/**
* Unregisters a HardwareInput from the given Action (if one is mapped)
* @param action Action in this Keymap
* @see Action::mapKey
*/
void unregisterMapping(Action *action);
/**
* Reset an action's mapping to its defaults
* @param action
*/
void resetMapping(Action *action);
/**
* Find the hardware input an action is mapped to, if any
*/
Array<HardwareInput> getActionMapping(Action *action) const;
/**
* Find the Actions that a hardware input is mapped to
* @param hardwareInput the input that is mapped to the required Action
* @return an array containing pointers to the actions
*/
ActionArray getMappedActions(const Event &event) const;
/**
* Adds a new Action to this Map
*
* Takes ownership of the action.
*
* @param action the Action to add
*/
void addAction(Action *action);
/**
* Get the list of all the Actions contained in this Keymap
*/
const ActionArray &getActions() const { return _actions; }
/**
* Get the default input mappings for an action.
*
* Backend-specific mappings replace the default mappings
* specified when creating the keymap.
*/
StringArray getActionDefaultMappings(Action *action);
/**
* Load this keymap's mappings from the config manager.
* @param hwInputs the set to retrieve hardware input pointers from
*/
void loadMappings();
/**
* Save this keymap's mappings to the config manager
* @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk()
*/
void saveMappings();
const String &getId() const { return _id; }
const String &getDescription() const { return _description; }
KeymapType getType() const { return _type; }
/**
* Defines if the keymap is considered when mapping events
*/
bool isEnabled() const { return _enabled; }
void setEnabled(bool enabled) { _enabled = enabled; }
/** Helper to return an array with a single keymap element */
static Array<Keymap *> arrayOf(Keymap *keymap) {
return Array<Keymap *>(1, keymap);
}
private:
const Action *findAction(const char *id) const;
void registerMappings(Action *action, const StringArray &hwInputIds);
bool areMappingsIdentical(const Array<HardwareInput> &inputs, const StringArray &mapping);
typedef HashMap<HardwareInput, ActionArray, HardwareInput_Hash, HardwareInput_EqualTo> HardwareActionMap;
KeymapType _type;
String _id;
String _description;
bool _enabled;
ActionArray _actions;
HardwareActionMap _hwActionMap;
ConfigManager::Domain *_configDomain;
HardwareInputSet *_hardwareInputSet;
const KeymapperDefaultBindings *_backendDefaultBindings;
};
typedef Array<Keymap *> KeymapArray;
} // End of namespace Common
#endif // #ifndef COMMON_KEYMAP_H