/* 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. * */ #ifndef COMMON_KEYMAP_H #define COMMON_KEYMAP_H #include "common/scummsys.h" #ifdef ENABLE_KEYMAPPER #include "common/config-manager.h" #include "common/func.h" #include "common/hashmap.h" #include "common/keyboard.h" #include "common/list.h" #include "backends/keymapper/action.h" #include "backends/keymapper/hardware-input.h" namespace Common { /** * Hash function for KeyState */ template<> struct Hash<KeyState> : public UnaryFunction<KeyState, uint> { uint operator()(const KeyState &val) const { return (uint)val.keycode | ((uint)val.flags << 24); } }; class Keymap { public: Keymap(const String& name) : _name(name) {} Keymap(const Keymap& km); ~Keymap(); public: /** * Retrieves the Action with the given id * @param id id of Action to retrieve * @return Pointer to the Action or 0 if not found */ Action *getAction(const char *id); /** * Get the list of all the Actions contained in this Keymap */ List<Action *>& getActions() { return _actions; } /** * Find the Action that a key is mapped to * @param key the key that is mapped to the required Action * @return a pointer to the Action or 0 if no */ Action *getMappedAction(const KeyState& ks) const; /** * Find the Action that a generic input is mapped to * @param code the input code that is mapped to the required Action * @return a pointer to the Action or 0 if no */ Action *getMappedAction(const HardwareInputCode code) const; void setConfigDomain(ConfigManager::Domain *dom); /** * Load this keymap's mappings from the config manager. * @param hwInputs the set to retrieve hardware input pointers from */ void loadMappings(const HardwareInputSet *hwInputs); /** * Save this keymap's mappings to the config manager * @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk() * @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk() */ void saveMappings(); /** * Returns true if all UserAction's in Keymap are mapped, or, * all HardwareInputs from the given set have been used up. */ bool isComplete(const HardwareInputSet *hwInputs); const String& getName() { return _name; } private: friend struct Action; /** * Adds a new Action to this Map, * adding it at the back of the internal array * @param action the Action to add */ void addAction(Action *action); /** * Registers a HardwareInput to the given Action * @param action Action in this Keymap * @param key pointer to HardwareInput to map * @see Action::mapKey */ void registerMapping(Action *action, const HardwareInput *input); /** * Unregisters a HardwareInput from the given Action (if one is mapped) * @param action Action in this Keymap * @see Action::mapKey */ void unregisterMapping(Action *action); Action *findAction(const char *id); const Action *findAction(const char *id) const; String _name; List<Action *> _actions; HashMap<KeyState, Action *> _keymap; HashMap<HardwareInputCode, Action *> _nonkeymap; ConfigManager::Domain *_configDomain; }; } // End of namespace Common #endif // #ifdef ENABLE_KEYMAPPER #endif // #ifndef COMMON_KEYMAP_H