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#include "backends/common/keymapper.h"
#include "backends/common/keymap-manager.h"
#include "common/config-manager.h"
namespace Common {
Keymapper::Keymapper(EventManager *evtMgr) {
_eventMan = evtMgr;
_keymapMan = new KeymapManager();
_currentMap = 0;
}
void Keymapper::registerHardwareKeySet(HardwareKeySet *keys) {
_keymapMan->registerHardwareKeySet(keys);
}
void Keymapper::addGlobalKeyMap(const String& name, Keymap *keymap) {
_keymapMan->registerGlobalKeymap(name, keymap);
}
void Keymapper::addGameKeyMap(const String& name, Keymap *keymap) {
if (_gameId.size() == 0) {
initGame();
if (_gameId.size() == 0)
return;
}
_keymapMan->registerGameKeymap(name, keymap);
}
void Keymapper::initGame() {
if (ConfMan.getActiveDomain() == 0)
error("Call to Keymapper::initGame when no game loaded");
if (_gameId.size() > 0)
cleanupGame();
_gameId = ConfMan.getActiveDomainName();
}
void Keymapper::cleanupGame() {
_keymapMan->unregisterAllGameKeymaps();
_gameId.clear();
}
bool Keymapper::switchKeymap(const String& name) {
Keymap *new_map = _keymapMan->getKeymap(name);
if (!new_map) {
warning("Keymap '%s' not registered", name.c_str());
return false;
}
_currentMap = new_map;
return true;
}
bool Keymapper::mapKeyDown(const KeyState& key) {
return mapKey(key, true);
}
bool Keymapper::mapKeyUp(const KeyState& key) {
return mapKey(key, false);
}
bool Keymapper::mapKey(const KeyState& key, bool isKeyDown) {
if (!_currentMap) return false;
UserAction *action = _currentMap->getMappedAction(key);
if (!action) return false;
List<Event>::iterator it;
for (it = action->events.begin(); it != action->events.end(); it++) {
Event evt = *it;
bool pushEvent = true;
switch (evt.type) {
case EVENT_KEYDOWN:
if (!isKeyDown) evt.type = EVENT_KEYUP;
break;
case EVENT_KEYUP:
if (isKeyDown) evt.type = EVENT_KEYDOWN;
break;
case EVENT_LBUTTONDOWN:
if (!isKeyDown) evt.type = EVENT_LBUTTONUP;
break;
case EVENT_LBUTTONUP:
if (isKeyDown) evt.type = EVENT_LBUTTONDOWN;
break;
case EVENT_RBUTTONDOWN:
if (!isKeyDown) evt.type = EVENT_RBUTTONUP;
break;
case EVENT_RBUTTONUP:
if (isKeyDown) evt.type = EVENT_RBUTTONDOWN;
break;
case EVENT_MBUTTONDOWN:
if (!isKeyDown) evt.type = EVENT_MBUTTONUP;
break;
case EVENT_MBUTTONUP:
if (isKeyDown) evt.type = EVENT_MBUTTONDOWN;
break;
default:
// don't deliver other events on key up
if (!isKeyDown) pushEvent = false;
}
if (pushEvent) _eventMan->pushEvent(evt);
}
return true;
}
} // end of namespace Common
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