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#ifndef COMMON_KEYMAPPER
#define COMMON_KEYMAPPER
#include "backends/common/keymap.h"
#include "common/list.h"
namespace Common {
class KeymapManager;
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);
/**
* Get the HardwareKeySet that is registered with the Keymapper
*/
const HardwareKeySet *getHardwareKeySet() const;
/**
* 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<HardwareKey*>::iterator Iterator;
EventManager *_eventMan;
KeymapManager *_keymapMan;
String _gameId;
Keymap *_currentMap;
const HardwareKeySet *_hardwareKeys;
};
} // end of namespace Common
#endif
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