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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 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_KEYMAPPER_H
#define COMMON_KEYMAPPER_H
#include "common/scummsys.h"
#include "backends/keymapper/keymap.h"
#include "common/array.h"
#include "common/config-manager.h"
#include "common/events.h"
namespace Common {
const char *const kGuiKeymapName = "gui";
const char *const kGlobalKeymapName = "global";
struct Action;
class DelayedEventSource;
struct HardwareInput;
class HardwareInputSet;
class KeymapperDefaultBindings;
class Keymapper : public Common::EventMapper {
public:
Keymapper(EventManager *eventMan);
~Keymapper();
// EventMapper interface
virtual bool mapEvent(const Event &ev, List<Event> &mappedEvents);
/**
* Registers a HardwareInputSet and platform-specific default mappings with the Keymapper
*
* Transfers ownership to the Keymapper
*/
void registerHardwareInputSet(HardwareInputSet *inputs, KeymapperDefaultBindings *backendDefaultBindings);
/**
* 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.
*
* Transfers ownership of the keymap to the Keymapper
*/
void addGlobalKeymap(Keymap *keymap);
/**
* Add a keymap to the game domain.
*
* Transfers ownership of the keymap to the Keymapper
*
* @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();
/**
* This allows to specify which Game Keymaps are enabled or disabled.
* @param id ID of the game keymap to enable/disable.
* @param enable Whether the keymap is enabled(True means enabled)
*/
void setGameKeymapState(const String &id, bool enable);
/**
* Disables all game keymaps that are loaded.
*/
void disableAllGameKeymaps();
/**
* Obtain a keymap of the given name from the keymapper.
* Game keymaps have priority over global keymaps
* @param id name of the keymap to return
*/
Keymap *getKeymap(const String &id) const;
/**
* Obtain a list of all the keymaps registered with the keymapper
*/
const KeymapArray &getKeymaps() const { return _keymaps; }
/**
* reload the mappings for all the keymaps from the configuration manager
*/
void reloadAllMappings();
/**
* Set which kind of keymap is currently used to map events
*
* Keymaps with the global type are always enabled
*/
void setEnabledKeymapType(Keymap::KeymapType type);
Keymap::KeymapType enabledKeymapType() const { return _enabledKeymapType; }
/**
* Enable/disable the keymapper
*/
void setEnabled(bool enabled) { _enabled = enabled; }
/**
* Return the keymapper's enabled state
*/
bool isEnabled() const { return _enabled; }
/**
* Clear all the keymaps and hardware input sets
*/
void clear();
/**
* Return a HardwareInput pointer for the given event
*/
HardwareInput findHardwareInput(const Event &event);
void initKeymap(Keymap *keymap, ConfigManager::Domain *domain);
void reloadKeymapMappings(Keymap *keymap);
private:
EventManager *_eventMan;
HardwareInputSet *_hardwareInputs;
KeymapperDefaultBindings *_backendDefaultBindings;
DelayedEventSource *_delayedEventSource;
enum IncomingEventType {
kIncomingEventIgnored,
kIncomingEventStart,
kIncomingEventEnd,
kIncomingEventInstant
};
enum {
kJoyAxisPressedTreshold = Common::JOYAXIS_MAX / 2,
kJoyAxisUnpressedTreshold = Common::JOYAXIS_MAX / 4
};
bool _enabled;
Keymap::KeymapType _enabledKeymapType;
KeymapArray _keymaps;
bool _joystickAxisPreviouslyPressed[8]; // size should match the number of valid axis entries of defaultJoystickAxes (in hardware-input.cpp)
Keymap::KeymapMatch getMappedActions(const Event &event, Keymap::ActionArray &actions, Keymap::KeymapType keymapType) const;
Event executeAction(const Action *act, const Event &incomingEvent);
EventType convertStartToEnd(EventType eventType);
IncomingEventType convertToIncomingEventType(const Event &ev) const;
void hardcodedEventMapping(Event ev);
void resetInputState();
};
/**
* RAII helper to temporarily enable a keymap type
*/
class KeymapTypeEnabler {
public:
KeymapTypeEnabler(Keymapper *keymapper, Keymap::KeymapType keymapType) :
_keymapper(keymapper) {
assert(keymapper);
_previousKeymapType = keymapper->enabledKeymapType();
keymapper->setEnabledKeymapType(keymapType);
}
~KeymapTypeEnabler() {
_keymapper->setEnabledKeymapType(_previousKeymapType);
}
private:
Keymapper *_keymapper;
Keymap::KeymapType _previousKeymapType;
};
class DelayedEventSource : public EventSource {
public:
// EventSource API
bool pollEvent(Event &event) override;
bool allowMapping() const override;
/**
* Schedule an event to be produced after the specified delay
*/
void scheduleEvent(const Event &ev, uint32 delayMillis);
private:
struct DelayedEventsEntry {
const uint32 timerOffset;
const Event event;
DelayedEventsEntry(const uint32 offset, const Event ev) : timerOffset(offset), event(ev) { }
};
Queue<DelayedEventsEntry> _delayedEvents;
uint32 _delayedEffectiveTime;
};
} // End of namespace Common
#endif // #ifndef COMMON_KEYMAPPER_H
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