scummvm/backends/common/keymap.h
Stephen Kennedy 0b8203b0e5 More WIP development of Keymap class
svn-id: r33113
2008-07-19 19:12:49 +00:00

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4.1 KiB
C++

#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 {
/** unique id used for saving/loading to config */
int32 id;
/** Human readable description */
String description;
/**
* The KeyState that is generated by the back-end
* when this hardware key is pressed.
*/
KeyState key;
UserActionCategory preferredCategory;
UserActionType preferredType;
int16 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 {
/** unique id used for saving/loading to config */
int32 id;
/** Human readable description */
String description;
/** Events to be sent when mapped key is pressed */
List<Event> events;
UserActionCategory category;
UserActionType type;
int priority;
int group;
int flags;
HardwareKey *hwKey;
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;
}
};
/**
* 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() { init(); }
Keymap(const Keymap& km);
private:
void init();
public:
/**
* 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 of the given id
* @param id id of the UserAction to map to
* @param key pointer to HardwareKey to map
*/
void mapKeyToAction(int32 id, HardwareKey *key);
/**
* Retrieves the UserAction with the given id
* @param id id of UserAction to retrieve
* @return Pointer to the UserAction or 0 if not found
*/
const UserAction *getUserAction(int32 id) const;
/**
* Get a read-only array of all the UserActions contained in this Keymap
*/
const Array<UserAction>& getUserActions() const { 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) const;
private:
UserAction *findUserAction(int32 id);
const UserAction *findUserAction(int32 id) const;
void internalMapKey(UserAction *action, HardwareKey *hwKey);
Array<UserAction> _actions;
HashMap<KeyState, UserAction*> _keymap;
};
} // end of namespace Common
#endif