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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.
+*
+* $URL$
+* $Id$
+*
+*/
+
+#ifndef COMMON_KEYMAPPER
+#define COMMON_KEYMAPPER
+
+#include "common/events.h"
+#include "common/list.h"
+#include "common/stack.h"
+#include "backends/keymapper/hardware-key.h"
+#include "backends/keymapper/keymap.h"
+#include "backends/keymapper/keymap-manager.h"
+
+namespace Common {
+
+class Keymapper {
+public:
+
+ Keymapper(EventManager *eventMan);
+ ~Keymapper();
+
+ /**
+ * Registers a HardwareKeySet with the Keymapper
+ * @note should only be called once (during backend initialisation)
+ */
+ void registerHardwareKeySet(HardwareKeySet *keys);
+
+
+ /**
+ * Add a general 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(const String& name, Keymap *keymap);
+
+ /**
+ * Sets the default keymap for the global domain.
+ */
+ void setDefaultGlobalKeymap(Keymap *keymap);
+
+ /**
+ * Add a general keymap to the game domain.
+ * @see addGlobalKeyMap
+ * @note initGame() should be called before any game keymaps are added.
+ */
+ void addGameKeymap(const String& name, Keymap *keymap);
+
+ /**
+ * Sets the default keymap for the game domain.
+ */
+ void setDefaultGameKeymap(Keymap *keymap);
+
+ /**
+ * Push a new keymap to the top of the active stack, activating it for use.
+ * @param name name of the keymap to push
+ * @param inherit if true
+ * @return true if successful
+ */
+ bool pushKeymap(const String& name, bool inherit = false);
+
+ /**
+ * Pop the active keymap off the stack.
+ */
+ void popKeymap();
+
+ /**
+ * @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 isKeyDown true for key down, false for key up
+ * @return true if key was mapped
+ */
+ bool mapKey(const KeyState& key, bool isKeyDown);
+
+ /**
+ * @brief Map a key down event.
+ * @see mapKey
+ */
+ bool mapKeyDown(const KeyState& key);
+
+ /**
+ * @brief Map a key up event.
+ * @see mapKey
+ */
+ bool mapKeyUp(const KeyState& key);
+
+private:
+
+ void pushKeymap(Keymap *newMap, bool inherit);
+
+ typedef List<HardwareKey*>::iterator Iterator;
+
+ EventManager *_eventMan;
+ KeymapManager *_keymapMan;
+
+
+ struct MapRecord {
+ Keymap* keymap;
+ bool inherit;
+ };
+
+ Stack<MapRecord> _activeMaps;
+
+};
+
+} // end of namespace Common
+
+#endif