mirror of
https://github.com/libretro/scummvm.git
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149 lines
4.0 KiB
C++
149 lines
4.0 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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*/
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#ifndef COMMON_KEYMAP_H
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#define COMMON_KEYMAP_H
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#include "common/scummsys.h"
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#ifdef ENABLE_KEYMAPPER
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#include "common/config-manager.h"
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#include "common/func.h"
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#include "common/hashmap.h"
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#include "common/keyboard.h"
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#include "common/list.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/hardware-input.h"
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namespace Common {
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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 Keymap {
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public:
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Keymap(const String& name) : _name(name) {}
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Keymap(const Keymap& km);
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~Keymap();
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public:
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/**
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* Retrieves the Action with the given id
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* @param id id of Action to retrieve
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* @return Pointer to the Action or 0 if not found
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*/
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Action *getAction(const char *id);
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/**
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* Get the list of all the Actions contained in this Keymap
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*/
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List<Action *>& getActions() { return _actions; }
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/**
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* Find the Action that a key is mapped to
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* @param key the key that is mapped to the required Action
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* @return a pointer to the Action or 0 if no
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*/
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Action *getMappedAction(const KeyState& ks) const;
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/**
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* Find the Action that a generic input is mapped to
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* @param code the input code that is mapped to the required Action
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* @return a pointer to the Action or 0 if no
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*/
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Action *getMappedAction(const HardwareInputCode code) const;
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void setConfigDomain(ConfigManager::Domain *dom);
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/**
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* Load this keymap's mappings from the config manager.
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* @param hwInputs the set to retrieve hardware input pointers from
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*/
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void loadMappings(const HardwareInputSet *hwInputs);
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/**
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* Save this keymap's mappings to the config manager
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* @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk()
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* @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk()
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*/
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void saveMappings();
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/**
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* Returns true if all UserAction's in Keymap are mapped, or,
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* all HardwareInputs from the given set have been used up.
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*/
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bool isComplete(const HardwareInputSet *hwInputs);
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const String& getName() { return _name; }
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private:
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friend struct Action;
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/**
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* Adds a new Action to this Map,
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* adding it at the back of the internal array
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* @param action the Action to add
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*/
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void addAction(Action *action);
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/**
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* Registers a HardwareInput to the given Action
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* @param action Action in this Keymap
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* @param key pointer to HardwareInput to map
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* @see Action::mapKey
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*/
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void registerMapping(Action *action, const HardwareInput *input);
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/**
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* Unregisters a HardwareInput from the given Action (if one is mapped)
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* @param action Action in this Keymap
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* @see Action::mapKey
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*/
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void unregisterMapping(Action *action);
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Action *findAction(const char *id);
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const Action *findAction(const char *id) const;
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String _name;
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List<Action *> _actions;
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HashMap<KeyState, Action *> _keymap;
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HashMap<HardwareInputCode, Action *> _nonkeymap;
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ConfigManager::Domain *_configDomain;
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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_KEYMAP_H
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