/* 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" namespace Common { struct HardwareKey; class HardwareKeySet; class KeymapManager; class Keymap; class Keymapper { public: Keymapper(EventManager *eventMan); /** * Registers a HardwareKeySet with the Keymapper * @note should only be called once (during backend initialisation) */ void registerHardwareKeySet(HardwareKeySet *keys); /** * 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(const String& name, Keymap *keymap); /** * Add a 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); /** * Initialise the keymapper for a new game */ void initGame(); /** * Cleanup the keymapper after a game has ended */ void cleanupGame(); /** * Switch the active keymap. * @param name name of the new keymap * @return true if successful */ bool switchKeymap(const String& name); /** * @brief Map a key press event. * If the active keymap contains a UserAction mapped to the given key, then * the UserAction'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: typedef List::iterator Iterator; EventManager *_eventMan; KeymapManager *_keymapMan; String _gameId; Keymap *_currentMap; }; } // end of namespace Common #endif