scummvm/backends/keymapper/keymap.cpp
Bastien Bouclet df4bf6556c KEYMAPPER: Introduce custom engine actions
Custom engine actions are a new type of event the Keymapper can produce.
When an engine declares its keymap, it can declare it wants to receive
custom action events when the corresponding key is pressed, instead of
the originating hardware input events.

This system allows:
* Key bindings to be specified only once when declaring the keymap,
  instead of twice (when handling the events).
* To truly rebind keys in the keymaps dialog. When using traditional
  event mapping, the keymapper remaps the user keypress to the keypress
  expected by the game engine to perform the action. However, the engine
  still accepts the original keys.

The new concept of 'standard actions' defines a set of engine actions
that are commonly available in the games supported by ScummVM. Backends
can define default bindings for the standard actions to hardware
specific input devices.
2020-01-29 08:51:29 +01:00

254 lines
7.3 KiB
C++

/* 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.
*
*/
#include "backends/keymapper/keymap.h"
#include "common/system.h"
#include "common/tokenizer.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/hardware-input.h"
#include "backends/keymapper/keymapper-defaults.h"
#define KEYMAP_KEY_PREFIX "keymap_"
namespace Common {
Keymap::Keymap(KeymapType type, const String &name) :
_type(type),
_name(name),
_configDomain(nullptr),
_enabled(true),
_hardwareInputSet(nullptr),
_backendDefaultBindings(nullptr) {
}
Keymap::~Keymap() {
for (ActionArray::iterator it = _actions.begin(); it != _actions.end(); ++it)
delete *it;
}
void Keymap::addAction(Action *action) {
if (findAction(action->id))
error("Action with id %s already in KeyMap", action->id);
_actions.push_back(action);
}
void Keymap::registerMapping(Action *action, const HardwareInput *hwInput) {
ActionArray &actionArray = _hwActionMap.getVal(hwInput);
// Don't allow an input to map to the same action multiple times
ActionArray::const_iterator found = find(actionArray.begin(), actionArray.end(), action);
if (found == actionArray.end()) {
actionArray.push_back(action);
}
}
void Keymap::unregisterMapping(Action *action) {
// Remove the action from all the input mappings
for (HardwareActionMap::iterator itInput = _hwActionMap.begin(); itInput != _hwActionMap.end(); itInput++) {
for (ActionArray::iterator itAction = itInput->_value.begin(); itAction != itInput->_value.end(); itAction++) {
if (*itAction == action) {
itInput->_value.erase(itAction);
break;
}
}
if (itInput->_value.empty()) {
_hwActionMap.erase(itInput);
}
}
}
void Keymap::resetMapping(Action *action) {
unregisterMapping(action);
const Array<String> &hwInputIds = action->getDefaultInputMapping();
registerMappings(action, hwInputIds);
}
Array<const HardwareInput *> Keymap::getActionMapping(Action *action) const {
Array<const HardwareInput *> inputs;
for (HardwareActionMap::iterator itInput = _hwActionMap.begin(); itInput != _hwActionMap.end(); itInput++) {
for (ActionArray::iterator itAction = itInput->_value.begin(); itAction != itInput->_value.end(); itAction++) {
if (*itAction == action) {
inputs.push_back(itInput->_key);
break;
}
}
}
return inputs;
}
const Action *Keymap::findAction(const char *id) const {
for (ActionArray::const_iterator it = _actions.begin(); it != _actions.end(); ++it) {
if (strcmp((*it)->id, id) == 0)
return *it;
}
return nullptr;
}
const Keymap::ActionArray &Keymap::getMappedActions(const HardwareInput *hardwareInput) const {
return _hwActionMap[hardwareInput];
}
void Keymap::setConfigDomain(ConfigManager::Domain *configDomain) {
_configDomain = configDomain;
}
void Keymap::setHardwareInputs(HardwareInputSet *hardwareInputSet) {
_hardwareInputSet = hardwareInputSet;
}
void Keymap::setBackendDefaultBindings(const Common::KeymapperDefaultBindings *backendDefaultBindings) {
_backendDefaultBindings = backendDefaultBindings;
}
void Keymap::registerBackendDefaultMappings() {
assert(_backendDefaultBindings);
for (ActionArray::const_iterator it = _actions.begin(); it != _actions.end(); ++it) {
Action *action = *it;
Common::String defaultHwId = _backendDefaultBindings->getDefaultBinding(_name, action->id);
if (!defaultHwId.empty()) {
action->addDefaultInputMapping(defaultHwId);
continue;
}
// If no keymap-specific default mapping was found, look for a standard action binding
defaultHwId = _backendDefaultBindings->getDefaultBinding(kStandardActionsKeymapName, action->id);
if (!defaultHwId.empty()) {
action->addDefaultInputMapping(defaultHwId);
}
}
}
void Keymap::loadMappings() {
assert(_configDomain);
assert(_hardwareInputSet);
if (_actions.empty()) {
return;
}
if (_backendDefaultBindings) {
registerBackendDefaultMappings();
}
String prefix = KEYMAP_KEY_PREFIX + _name + "_";
_hwActionMap.clear();
for (ActionArray::const_iterator it = _actions.begin(); it != _actions.end(); ++it) {
Action *action = *it;
String confKey = prefix + action->id;
Array<String> hwInputIds;
if (_configDomain->contains(confKey)) {
// The configuration value is a list of space separated hardware input ids
StringTokenizer hwInputTokenizer = _configDomain->getVal(confKey);
String hwInputId;
while ((hwInputId = hwInputTokenizer.nextToken()) != "") {
hwInputIds.push_back(hwInputId);
}
} else {
// If the configuration key was not found, use the default mapping
hwInputIds = action->getDefaultInputMapping();
}
registerMappings(action, hwInputIds);
}
}
void Keymap::registerMappings(Action *action, const Array <String> &hwInputIds) {
assert(_hardwareInputSet);
for (uint i = 0; i < hwInputIds.size(); i++) {
const HardwareInput *hwInput = _hardwareInputSet->findHardwareInput(hwInputIds[i].c_str());
if (!hwInput) {
// Silently ignore unknown hardware ids because the current device may not have inputs matching the defaults
debug(1, "HardwareInput with ID '%s' not known", hwInputIds[i].c_str());
continue;
}
// map the key
registerMapping(action, hwInput);
}
}
void Keymap::saveMappings() {
if (!_configDomain)
return;
String prefix = KEYMAP_KEY_PREFIX + _name + "_";
for (ActionArray::const_iterator it = _actions.begin(); it != _actions.end(); it++) {
Action *action = *it;
Array<const HardwareInput *> mappedInputs = getActionMapping(action);
if (areMappingsIdentical(mappedInputs, action->getDefaultInputMapping())) {
// If the current mapping is the default, don't write anything to the config manager
_configDomain->erase(prefix + action->id);
continue;
}
// The configuration value is a list of space separated hardware input ids
String confValue;
for (uint j = 0; j < mappedInputs.size(); j++) {
if (!confValue.empty()) {
confValue += " ";
}
confValue += mappedInputs[j]->id;
}
_configDomain->setVal(prefix + action->id, confValue);
}
}
bool Keymap::areMappingsIdentical(const Array<const HardwareInput *> &inputs, const Array<String> &mapping) {
if (inputs.size() != mapping.size()) {
return false;
}
// Assumes array values are not duplicated, but registerMapping and addDefaultInputMapping ensure that
uint foundCount = 0;
for (uint i = 0; i < inputs.size(); i++) {
for (uint j = 0; j < mapping.size(); j++) {
if (inputs[i]->id == mapping[j]) {
foundCount++;
break;
}
}
}
return foundCount == inputs.size();
}
} // End of namespace Common