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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/hashmap.h"
+#include "common/stack.h"
+#include "backends/keymapper/hardware-key.h"
+#include "backends/keymapper/keymap.h"
+
+namespace Common {
+
+class Keymapper {
+public:
+
+ struct MapRecord {
+ Keymap* keymap;
+ bool inherit;
+ bool global;
+ };
+
+ /* Nested class that represents a set of keymaps */
+ class Domain {
+ typedef HashMap<String, Keymap*,
+ IgnoreCase_Hash, IgnoreCase_EqualTo> KeymapMap;
+
+ 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);
+
+ typedef KeymapMap::iterator iterator;
+ typedef KeymapMap::const_iterator const_iterator;
+ iterator begin() { return _keymaps.begin(); }
+ const_iterator begin() const { return _keymaps.begin(); }
+ iterator end() { return _keymaps.end(); }
+ const_iterator end() const { return _keymaps.end(); }
+ uint32 count() { return _keymaps.size(); }
+ private:
+ ConfigManager::Domain *_configDomain;
+ KeymapMap _keymaps;
+ };
+
+ Keymapper(EventManager *eventMan);
+ ~Keymapper();
+
+ /**
+ * Registers a HardwareKeySet with the Keymapper
+ * @note should only be called once (during backend initialisation)
+ */
+ void registerHardwareKeySet(HardwareKeySet *keys);
+
+ /**
+ * Get the HardwareKeySet that is registered with the Keymapper
+ */
+ HardwareKeySet *getHardwareKeySet() { return _hardwareKeys; }
+
+ /**
+ * 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);
+
+ /**
+ * 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 keymapper will iterate down the
+ * stack it cannot find a key in the new map
+ * @return true if succesful
+ */
+ bool pushKeymap(const String& name, bool inherit = false);
+
+ /**
+ * Pop the top keymap off the active 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 keyDown true for key down, false for key up
+ * @return true if key was mapped
+ */
+ bool mapKey(const KeyState& key, bool keyDown);
+
+ /**
+ * @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);
+
+ /**
+ * Enable/disable the keymapper
+ */
+ void setEnabled(bool enabled) { _enabled = enabled; }
+
+ /**
+ * Return a HardwareKey pointer for the given key state
+ */
+ const HardwareKey *getHardwareKey(const KeyState& key);
+
+ Domain& getGlobalDomain() { return _globalDomain; }
+ Domain& getGameDomain() { return _gameDomain; }
+ Stack<MapRecord>& getActiveStack() { return _activeMaps; }
+
+private:
+
+ void initKeymap(ConfigManager::Domain *domain, Keymap *keymap);
+ void refreshGameDomain();
+
+ Domain _globalDomain;
+ Domain _gameDomain;
+
+ HardwareKeySet *_hardwareKeys;
+
+ void pushKeymap(Keymap *newMap, bool inherit, bool global);
+
+ Action *getAction(const KeyState& key);
+ void executeAction(const Action *act, bool keyDown);
+
+ typedef List<HardwareKey*>::iterator Iterator;
+
+ EventManager *_eventMan;
+
+ bool _enabled;
+
+ Stack<MapRecord> _activeMaps;
+ HashMap<KeyState, Action*> _keysDown;
+
+};
+
+} // end of namespace Common
+
+#endif