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/*
Copyright (C) 2007 Bradley Arsenault
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 3 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __KEYBOARD_MANAGER_H
#define __KEYBOARD_MANAGER_H
#include "SDL.h"
#include <map>
#include <list>
#include <vector>
#include <string>
#include "KeyPress.h"
enum ShortcutMode
{
GameGUIShortcuts,
MapEditShortcuts,
};
//Steps to add a keyboard shortcut:
//1) Identify where it goes (either GameGUIKeyboardActions or MapEditorKeyboardActions)
//2) Add the action to the enum there, and give it an approppriette name in the init function
//3) Find the handleKey function in either GameGUI or MapEdit and add the code for the action
//4) Add the name you provided to the translation files, as [name], and at the bare minimum, give it an English translation
///This class represents a keyboard shortcut
class KeyboardShortcut
{
public:
///Constructs a KeyboardShortcut
KeyboardShortcut();
///Adds a key press
void addKeyPress(const KeyPress& key);
///Formats the shortcut
std::string format(ShortcutMode mode) const;
///Interprets a keyboard shortcut from a string
void interpret(const std::string& s, ShortcutMode mode);
///Formats a translated version, not for serializtaion
std::string formatTranslated(ShortcutMode mode) const;
///Counts how many key presses there is
size_t getKeyPressCount() const;
///Returns the n'th key press
KeyPress getKeyPress(size_t n) const;
///Sets the action accossiatted with this shortcut
void setAction(Uint32 action);
///Returns the action accossiatted with this shortcut
Uint32 getAction() const;
///Returns whether this shortcut is valid. Shortcuts are invalid if any of the
///KeyPresses where not changed from "no key"
bool isShortcutValid() const;
private:
Uint32 action;
std::vector<KeyPress> keys;
};
///This class is meant to do keyboard management, handling keyboard shortcuts, layouts and such for GameGUI
class KeyboardManager
{
public:
///Constructs a keyboard manager, either to use the MapEdit shortcuts or the GameGUI shortcuts
KeyboardManager(ShortcutMode mode);
///Returns the integer action accossiatted with the provided key.
Uint32 getAction(const KeyPress& key);
///Saves the keyboard layout
void saveKeyboardLayout() const;
///Loads the keyboard layout, returns false in unsuccessfull
bool loadKeyboardLayout(const std::string& file);
///Clears all current shortcuts and loads the defaults
void loadDefaultShortcuts();
///Returns the list of keyboard shortcuts
const std::list<KeyboardShortcut>& getKeyboardShortcuts() const;
///Returns the list of keyboard shortcuts
std::list<KeyboardShortcut>& getKeyboardShortcuts();
private:
std::list<KeyboardShortcut> shortcuts;
std::vector<KeyPress> lastPresses;
ShortcutMode mode;
};
#endif
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