/* 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" #include "backends/keymapper/hardware-input.h" #include "common/config-manager.h" #include "common/func.h" #include "common/hashmap.h" #include "common/hash-ptr.h" #include "common/list.h" #include "common/str-array.h" namespace Common { const char *const kStandardActionsKeymapName = "standard-actions"; struct Action; struct Event; struct HardwareInput; class HardwareInputSet; class KeymapperDefaultBindings; struct HardwareInput_EqualTo { bool operator()(const HardwareInput& x, const HardwareInput& y) const { return (x.type == y.type) && (x.key.keycode == y.key.keycode) && (x.key.flags == y.key.flags) && (x.inputCode == y.inputCode); } }; struct HardwareInput_Hash { uint operator()(const HardwareInput& x) const { uint hash = 7; hash = 31 * hash + x.type; hash = 31 * hash + x.key.keycode; hash = 31 * hash + x.key.flags; hash = 31 * hash + x.inputCode; return hash; } }; class Keymap { public: enum KeymapType { kKeymapTypeGlobal, kKeymapTypeGui, kKeymapTypeGame }; enum KeymapMatch { kKeymapMatchNone, kKeymapMatchPartial, kKeymapMatchExact }; typedef Array ActionArray; Keymap(KeymapType type, const String &id, const U32String &description); Keymap(KeymapType type, const String &id, const String &description); ~Keymap(); void setConfigDomain(ConfigManager::Domain *configDomain); void setHardwareInputs(HardwareInputSet *hardwareInputSet); void setBackendDefaultBindings(const KeymapperDefaultBindings *backendDefaultBindings); /** * 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); /** * Reset an action's mapping to its defaults * @param action */ void resetMapping(Action *action); /** * Find the hardware input an action is mapped to, if any */ Array getActionMapping(Action *action) const; /** * Find the Actions that a hardware input is mapped to * @param hardwareInput the input that is mapped to the required Action * @param actions an array containing pointers to the actions * @return the matching status for the retieved actions */ KeymapMatch getMappedActions(const Event &event, ActionArray &actions) const; /** * Adds a new Action to this Map * * Takes ownership of the action. * * @param action the Action to add */ void addAction(Action *action); /** * Get the list of all the Actions contained in this Keymap */ const ActionArray &getActions() const { return _actions; } /** * Get the default input mappings for an action. * * Backend-specific mappings replace the default mappings * specified when creating the keymap. */ StringArray getActionDefaultMappings(Action *action); /** * Load this keymap's mappings from the config manager. * @param hwInputs the set to retrieve hardware input pointers from */ void loadMappings(); /** * Save this keymap's mappings to the config manager * @note Changes are *not* flushed to disk, to do so call ConfMan.flushToDisk() */ void saveMappings(); const String &getId() const { return _id; } const U32String &getDescription() const { return _description; } KeymapType getType() const { return _type; } /** * Defines if the keymap is considered when mapping events */ bool isEnabled() const { return _enabled; } void setEnabled(bool enabled) { _enabled = enabled; } /** Helper to return an array with a single keymap element */ static Array arrayOf(Keymap *keymap) { return Array(1, keymap); } private: const Action *findAction(const char *id) const; void registerMappings(Action *action, const StringArray &hwInputIds); bool areMappingsIdentical(const Array &inputs, const StringArray &mapping); typedef HashMap HardwareActionMap; KeymapType _type; String _id; U32String _description; bool _enabled; ActionArray _actions; HardwareActionMap _hwActionMap; ConfigManager::Domain *_configDomain; HardwareInputSet *_hardwareInputSet; const KeymapperDefaultBindings *_backendDefaultBindings; }; typedef Array KeymapArray; } // End of namespace Common #endif // #ifndef COMMON_KEYMAP_H