/* 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: struct MapRecord { Keymap* keymap; bool inherit; }; 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 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); /** * 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 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); const HardwareKey *getHardwareKey(const KeyState& key); void setEnabled(bool enabled) { _enabled = enabled; } KeymapManager *getManager() { return _keymapMan; } Stack& getActiveStack() { return _activeMaps; } private: void pushKeymap(Keymap *newMap, bool inherit); typedef List::iterator Iterator; EventManager *_eventMan; KeymapManager *_keymapMan; bool _enabled; Stack _activeMaps; }; } // end of namespace Common #endif