Keymap class implemented. KeymapManager and Keymapper classes started

svn-id: r33107
This commit is contained in:
Stephen Kennedy 2008-07-19 00:57:37 +00:00
parent f272c81e86
commit 19345b5a62
6 changed files with 336 additions and 0 deletions

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#include "backends/common/keymap-manager.h"
namespace Common {
void KeymapManager::registerGlobalKeymap(const String& name, const Keymap& map) {
if (name.size() == 0) {
warning("Name must be specified when registering global keymap");
return;
}
insertEntry(name, "", map);
}
void KeymapManager::registerKeymap(const String& name, const String& domain, const Keymap& map) {
if (name.size() == 0 || domain.size() == 0) {
warning("Name and domain must be specified when registering keymap");
return;
}
insertEntry(name, domain, map);
}
void KeymapManager::insertEntry(const String& name, const String& domain, const Keymap& map) {
Entry *ent = new Entry;
ent->_name = name;
ent->_domain = domain;
ent->_keymap = new Keymap(map);
_keymaps.push_back(ent);
}
} // end of namespace Common

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#ifndef COMMON_KEYMAP_MANAGER
#define COMMON_KEYMAP_MANAGER
#include "backends/common/keymap.h"
namespace Common {
class KeymapManager {
public:
KeymapManager();
void registerGlobalKeymap(const String& name, const Keymap& map);
void registerKeymap(const String& name, const String& domain, const Keymap& map);
private:
struct Entry {
String _name;
String _domain;
Keymap *_keymap;
};
void insertEntry(const String& name, const String& domain, const Keymap& map);
List<Entry*> _keymaps;
};
} // end of namespace Common
#endif

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#include "backends/common/keymap.h"
namespace Common {
Keymap::Keymap(const Keymap& km) : _actions(km._actions), _keymap() {
for (uint i = 0; i < _actions.size(); i++) {
if (_actions[i]._hwKey) {
_keymap[_actions[i]._hwKey->key] = &_actions[i];
}
}
}
void Keymap::addAction(const UserAction& action) {
_actions.push_back(action);
_actions[_actions.size()-1]._hwKey = 0;
}
void Keymap::mapKeyToAction(UserAction *action, HardwareKey *key) {
for (uint i = 0; i < _actions.size(); i++) {
if (&_actions[i] == action) {
internalMapKey(action, key);
return;
}
}
error("UserAction not contained in KeyMap\n");
}
void Keymap::mapKeyToAction(uint idx, HardwareKey *key) {
if (idx >= _actions.size())
error("Key map index out of bounds!\n");
internalMapKey(&_actions[idx], key);
}
void Keymap::internalMapKey(UserAction *action, HardwareKey *hwKey) {
HashMap<KeyState, UserAction*>::iterator it;
it = _keymap.find(hwKey->key);
// if key is already mapped to an action then un-map it
if (it != _keymap.end())
it->_value->_hwKey = 0;
action->_hwKey = hwKey;
_keymap[hwKey->key] = action;
}
UserAction *Keymap::getMappedAction(KeyState ks) {
HashMap<KeyState, UserAction*>::iterator it;
it = _keymap.find(ks);
if (it == _keymap.end())
return 0;
else
return it->_value;
}
} // end of namespace Common

177
backends/common/keymap.h Normal file
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#ifndef COMMON_KEYMAP
#define COMMON_KEYMAP
#include "common/array.h"
#include "common/events.h"
#include "common/func.h"
#include "common/hashmap.h"
#include "common/list.h"
namespace Common {
enum UserActionType {
kGenericUserActionType,
// common actions
kDirectionUpUserAction,
kDirectionDownUserAction,
kDirectionLeftUserAction,
kDirectionRightUserAction,
kLeftClickUserAction,
kRightClickUserAction,
kSaveUserAction,
kMenuUserAction,
kUserActionTypeMax
};
enum UserActionCategory {
kGenericUserActionCategory,
// classes of action - probably need to be slightly more specific than this
kInGameUserAction, // effects the actual gameplay
kSystemUserAction, //show a menu / change volume / etc
kUserActionCategoryMax
};
/**
* Describes an available hardware key
*/
struct HardwareKey {
/**
* The KeyState that is generated by the back-end
* when this hardware key is pressed.
*/
KeyState key;
/** Human readable description */
String description;
UserActionCategory preferredCategory;
UserActionType preferredType;
int group;
HardwareKey(KeyState ks = KeyState(), String des = "",
UserActionCategory cat = kGenericUserActionCategory,
UserActionType ty = kGenericUserActionType, int gr = 0) {
key = ks;
description = des;
preferredCategory = cat;
preferredType = ty;
group = gr;
}
};
struct UserAction {
/** Events to be sent when mapped key is pressed */
List<Event> events;
/** Human readable description */
String description;
UserActionCategory category;
UserActionType type;
int priority;
int group;
int flags;
UserAction( String des = "",
UserActionCategory cat = kGenericUserActionCategory,
UserActionType ty = kGenericUserActionType,
int pr = 0, int gr = 0, int fl = 0 ) {
description = des;
category = cat;
type = ty;
priority = pr;
group = gr;
flags = fl;
_hwKey = 0;
}
friend class Keymap;
HardwareKey *mappedKey() { return _hwKey; }
private:
/**
* Key that is mapped to this UserAction, only KeyMap can set this
*/
HardwareKey *_hwKey;
};
/**
* EqualTo function for KeyState
*/
template<> struct EqualTo<KeyState>
: public BinaryFunction<KeyState, KeyState, bool> {
bool operator()(const KeyState &x, const KeyState &y) const {
return (x.keycode == y.keycode)
&& (x.ascii == y.ascii)
&& (x.flags == y.flags);
}
};
/**
* Hash function for KeyState
*/
template<> struct Hash<KeyState>
: public UnaryFunction<KeyState, uint> {
uint operator()(const KeyState &val) const {
return (uint)(val.keycode * (val.flags << 1));
}
};
class Keymap {
public:
Keymap() {}
Keymap(const Keymap& km);
/**
* Adds a new UserAction to this Map,
* adding it at the back of the internal array
* @param action the UserAction to add
*/
void addAction(const UserAction& action);
/**
* Maps a HardwareKey to the given UserAction
* @param action must point to a UserAction in this Keymap
* @param key pointer to HardwareKey to map
* @note if action does not point to a UserAction in this Keymap a
* fatal error will occur
*/
void mapKeyToAction(UserAction *action, HardwareKey *key);
/**
* Maps a HardwareKey to the UserAction at the given index
* @param index Index of UserAction in the internal array
* @param key pointer to HardwareKey to map
*/
void mapKeyToAction(uint index, HardwareKey *key);
/**
* Get a read-only array of all the UserActions contained in this Keymap
*/
const Array<UserAction>& getUserActions() { return _actions; }
/**
* Find the UserAction that a key is mapped to
* @param key the key that is mapped to the required UserAction
* @return a pointer to the UserAction or 0 if no
*/
UserAction *getMappedAction(KeyState key);
private:
void internalMapKey(UserAction *action, HardwareKey *hwKey);
Array<UserAction> _actions;
HashMap<KeyState, UserAction*> _keymap;
};
} // end of namespace Common
#endif

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#ifndef COMMON_KEYMAPPER
#define COMMON_KEYMAPPER
#include "backends/common/keymap-manager.h"
namespace Common {
class Keymapper {
public:
Keymapper();
private:
KeymapManager _manager;
List<HardwareKey> _hardwareKeys;
};
} // end of namespace Common

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>
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>
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>
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