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#ifndef KEYBINDINGS_H
#define KEYBINDINGS_H
// KeyBindings.h: interface for the CKeyBindings class.
//
//////////////////////////////////////////////////////////////////////
#include <stdio.h>
#include <string>
#include <vector>
#include <set>
#include <map>
#include "KeySet.h"
#include "Game/Console.h"
#include "Game/Action.h"
class CUnit;
class CFileHandler;
class CSimpleParser;
class CKeyBindings : public CommandReceiver
{
public:
CKeyBindings();
~CKeyBindings();
bool Load(const std::string& filename);
bool Save(const std::string& filename) const;
void Print() const;
typedef std::vector<Action> ActionList;
typedef std::vector<std::string> HotkeyList;
const ActionList& GetActionList(const CKeySet& ks) const;
const HotkeyList& GetHotkeys(const std::string& action) const;
virtual void PushAction(const Action&);
bool Command(const std::string& line);
int GetFakeMetaKey() const { return fakeMetaKey; }
int GetDebug() const { return debug; }
public:
static const char NamedKeySetChar = '&';
protected:
void LoadDefaults();
void Sanitize();
void BuildHotkeyMap();
bool Bind(const std::string& keystring, const std::string& action);
bool UnBind(const std::string& keystring, const std::string& action);
bool UnBindKeyset(const std::string& keystr);
bool UnBindAction(const std::string& action);
bool SetFakeMetaKey(const std::string& keystring);
bool AddKeySymbol(const std::string& keysym, const std::string& code);
bool AddNamedKeySet(const std::string& name, const std::string& keyset);
bool ParseTypeBind(CSimpleParser& parser, const std::string& line);
bool ParseKeySet(const std::string& keystr, CKeySet& ks) const;
bool RemoveCommandFromList(ActionList& al, const std::string& command);
bool FileSave(FILE* file) const;
protected:
typedef std::map<CKeySet, ActionList> KeyMap; // keyset to action
KeyMap bindings;
typedef std::map<std::string, HotkeyList> ActionMap; // action to keyset
ActionMap hotkeys;
typedef std::map<std::string, CKeySet> NamedKeySetMap; // user defined keysets
NamedKeySetMap namedKeySets;
struct BuildTypeBinding {
std::string keystr; // principal keyset
std::vector<std::string> reqs; // requirements
std::vector<std::string> sorts; // sorting criteria
std::vector<std::string> chords; // enumerated keyset chords
};
std::vector<BuildTypeBinding> typeBindings;
// commands that use both Up and Down key presses
std::set<std::string> statefulCommands;
int debug;
int fakeMetaKey;
bool userCommand;
};
extern CKeyBindings* keyBindings;
#endif /* KEYBINDINGS_H */
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