mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
b3c6751b9b
svn-id: r40867
201 lines
5.0 KiB
C++
201 lines
5.0 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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* $URL$
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* $Id$
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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-key.h"
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#include "backends/keymapper/keymap.h"
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namespace Common {
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class Keymapper {
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public:
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struct MapRecord {
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Keymap* keymap;
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bool inherit;
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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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/**
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* Registers a HardwareKeySet 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 registerHardwareKeySet(HardwareKeySet *keys);
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/**
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* Get a list of all registered HardwareKeys
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*/
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const List<const HardwareKey*> &getHardwareKeys() const {
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assert(_hardwareKeys);
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return _hardwareKeys->getHardwareKeys();
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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);
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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 inherit 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 succesful
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*/
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bool pushKeymap(const String& name, bool inherit = false);
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/**
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* Pop the top keymap off the active stack.
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*/
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void popKeymap();
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/**
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* @brief Map a key press event.
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* If the active keymap contains a Action mapped to the given key, then
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* the Action's events are pushed into the EventManager's event queue.
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* @param key key that was pressed
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* @param keyDown true for key down, false for key up
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* @return true if key was mapped
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*/
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bool mapKey(const KeyState& key, bool keyDown);
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/**
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* @brief Map a key down event.
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* @see mapKey
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*/
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bool mapKeyDown(const KeyState& key);
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/**
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* @brief Map a key up event.
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* @see mapKey
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*/
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bool mapKeyUp(const KeyState& key);
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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 HardwareKey pointer for the given key state
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*/
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const HardwareKey *findHardwareKey(const KeyState& key);
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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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private:
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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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HardwareKeySet *_hardwareKeys;
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void pushKeymap(Keymap *newMap, bool inherit, bool global);
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Action *getAction(const KeyState& key);
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void executeAction(const Action *act, bool keyDown);
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EventManager *_eventMan;
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bool _enabled;
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Stack<MapRecord> _activeMaps;
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HashMap<KeyState, Action*> _keysDown;
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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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