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/* 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"
#ifdef ENABLE_KEYMAPPER
#include "common/config-manager.h"
#include "common/func.h"
#include "common/hashmap.h"
#include "common/keyboard.h"
#include "common/list.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/hardware-input.h"
namespace Common {
/**
* Hash function for KeyState
*/
template<> struct Hash<KeyState>
: public UnaryFunction<KeyState, uint> {
uint operator()(const KeyState &val) const {
return (uint)val.keycode | ((uint)val.flags << 24);
}
};
class Keymap {
public:
Keymap(const String& name) : _name(name) {}
Keymap(const Keymap& km);
~Keymap();
public:
/**
* Retrieves the Action with the given id
* @param id id of Action to retrieve
* @return Pointer to the Action or 0 if not found
*/
Action *getAction(const char *id);
/**
* Get the list of all the Actions contained in this Keymap
*/
List<Action *>& getActions() { return _actions; }
/**
* Find the Action that a key is mapped to
* @param key the key that is mapped to the required Action
* @return a pointer to the Action or 0 if no
*/
Action *getMappedAction(const KeyState& ks) const;
/**
* Find the Action that a generic input is mapped to
* @param code the input code that is mapped to the required Action
* @return a pointer to the Action or 0 if no
*/
Action *getMappedAction(const HardwareInputCode code) const;
void setConfigDomain(ConfigManager::Domain *dom);
/**
* Load this keymap's mappings from the config manager.
* @param hwInputs the set to retrieve hardware input pointers from
*/
void loadMappings(const HardwareInputSet *hwInputs);
/**
* Save this keymap's mappings to the config manager
* @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk()
* @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk()
*/
void saveMappings();
/**
* Returns true if all UserAction's in Keymap are mapped, or,
* all HardwareInputs from the given set have been used up.
*/
bool isComplete(const HardwareInputSet *hwInputs);
const String& getName() { return _name; }
private:
friend struct Action;
/**
* Adds a new Action to this Map,
* adding it at the back of the internal array
* @param action the Action to add
*/
void addAction(Action *action);
/**
* 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);
Action *findAction(const char *id);
const Action *findAction(const char *id) const;
String _name;
List<Action *> _actions;
HashMap<KeyState, Action *> _keymap;
HashMap<HardwareInputCode, Action *> _nonkeymap;
ConfigManager::Domain *_configDomain;
};
} // End of namespace Common
#endif // #ifdef ENABLE_KEYMAPPER
#endif // #ifndef COMMON_KEYMAP_H
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