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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_KEYMAPPER_H
#define COMMON_KEYMAPPER_H
#include "common/scummsys.h"
#ifdef ENABLE_KEYMAPPER
#include "common/events.h"
#include "common/list.h"
#include "common/hashmap.h"
#include "common/stack.h"
#include "backends/keymapper/hardware-input.h"
#include "backends/keymapper/keymap.h"
namespace Common {
const char *const kGuiKeymapName = "gui";
const char *const kGlobalKeymapName = "global";
class Keymapper : public Common::DefaultEventMapper {
public:
struct MapRecord {
Keymap* keymap;
bool transparent;
bool global;
};
/* Nested class that represents a set of keymaps */
class Domain : public HashMap<String, Keymap*,
IgnoreCase_Hash, IgnoreCase_EqualTo> {
public:
Domain() : _configDomain(0) {}
~Domain() {
deleteAllKeyMaps();
}
void setConfigDomain(ConfigManager::Domain *confDom) {
_configDomain = confDom;
}
ConfigManager::Domain *getConfigDomain() {
return _configDomain;
}
void addKeymap(Keymap *map);
void deleteAllKeyMaps();
Keymap *getKeymap(const String& name);
private:
ConfigManager::Domain *_configDomain;
};
Keymapper(EventManager *eventMan);
~Keymapper();
// EventMapper interface
virtual List<Event> mapEvent(const Event &ev, EventSource *source);
/**
* Registers a HardwareInputSet with the Keymapper
* @note should only be called once (during backend initialisation)
*/
void registerHardwareInputSet(HardwareInputSet *inputs);
/**
* Get a list of all registered HardwareInputs
*/
const List<const HardwareInput *> &getHardwareInputs() const {
assert(_hardwareInputs);
return _hardwareInputs->getHardwareInputs();
}
/**
* Add a keymap to the global domain.
* If a saved key setup exists for it in the ini file it will be used.
* Else, the key setup will be automatically mapped.
*/
void addGlobalKeymap(Keymap *keymap);
/**
* Add a keymap to the game domain.
* @see addGlobalKeyMap
* @note initGame() should be called before any game keymaps are added.
*/
void addGameKeymap(Keymap *keymap);
/**
* Should be called at end of game to tell Keymapper to deactivate and free
* any game keymaps that are loaded.
*/
void cleanupGameKeymaps();
/**
* Obtain a keymap of the given name from the keymapper.
* Game keymaps have priority over global keymaps
* @param name name of the keymap to return
* @param global set to true if returned keymap is global, false if game
*/
Keymap *getKeymap(const String& name, bool *global = 0);
/**
* Push a new keymap to the top of the active stack, activating
* it for use.
* @param name name of the keymap to push
* @param transparent if true keymapper will iterate down the
* stack if it cannot find a key in the new map
* @return true if successful
*/
bool pushKeymap(const String& name, bool transparent = false);
/**
* Pop the top keymap off the active stack.
* @param name (optional) name of keymap expected to be popped
* if provided, will not pop unless name is the same
* as the top keymap
*/
void popKeymap(const char *name = 0);
/**
* @brief Map a key press event.
* If the active keymap contains a Action mapped to the given key, then
* the Action's events are pushed into the EventManager's event queue.
* @param key key that was pressed
* @param keyDown true for key down, false for key up
* @return mapped events
*/
List<Event> mapKey(const KeyState& key, bool keyDown);
List<Event> mapNonKey(const HardwareInputCode code);
/**
* @brief Map a key down event.
* @see mapKey
*/
List<Event> mapKeyDown(const KeyState& key);
/**
* @brief Map a key up event.
* @see mapKey
*/
List<Event> mapKeyUp(const KeyState& key);
/**
* Enable/disable the keymapper
*/
void setEnabled(bool enabled) { _enabled = enabled; }
/**
* @brief Activate remapping mode
* While this mode is active, any mappable event will be bound to the action
* provided.
* @param actionToRemap Action that is the target of the remap
*/
void startRemappingMode(Action *actionToRemap);
/**
* @brief Force-stop the remapping mode
*/
void stopRemappingMode() { _remapping = false; }
/**
* Query whether the keymapper is currently in the remapping mode
*/
bool isRemapping() const { return _remapping; }
/**
* Return a HardwareInput pointer for the given key state
*/
const HardwareInput *findHardwareInput(const KeyState& key);
/**
* Return a HardwareInput pointer for the given input code
*/
const HardwareInput *findHardwareInput(const HardwareInputCode code);
Domain& getGlobalDomain() { return _globalDomain; }
Domain& getGameDomain() { return _gameDomain; }
const Stack<MapRecord>& getActiveStack() const { return _activeMaps; }
private:
enum IncomingEventType {
kIncomingKeyDown,
kIncomingKeyUp,
kIncomingNonKey
};
void initKeymap(Domain &domain, Keymap *keymap);
Domain _globalDomain;
Domain _gameDomain;
HardwareInputSet *_hardwareInputs;
void pushKeymap(Keymap *newMap, bool transparent, bool global);
Action *getAction(const KeyState& key);
List<Event> executeAction(const Action *act, IncomingEventType incomingType = kIncomingNonKey);
EventType convertDownToUp(EventType eventType);
List<Event> remap(const Event &ev);
EventManager *_eventMan;
bool _enabled;
bool _remapping;
Action *_actionToRemap;
Stack<MapRecord> _activeMaps;
HashMap<KeyState, Action *> _keysDown;
};
} // End of namespace Common
#endif // #ifdef ENABLE_KEYMAPPER
#endif // #ifndef COMMON_KEYMAPPER_H
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