scummvm/backends/keymapper/keymapper.cpp
Bastien Bouclet 2ef7365401 KEYMAPPER: Change backend default bindings to replace keymap defaults
Previously backend defaults where added to the keymap defaults.
However, it became apparent backends need to change the default bindings
to resolve conflicts.
2020-01-29 08:51:30 +01:00

332 lines
9.7 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.
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*/
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/hardware-input.h"
#include "backends/keymapper/keymapper-defaults.h"
#include "common/system.h"
namespace Common {
// These magic numbers are provided by fuzzie and WebOS
static const uint32 kDelayKeyboardEventMillis = 250;
static const uint32 kDelayMouseEventMillis = 50;
Keymapper::Keymapper(EventManager *eventMan) :
_eventMan(eventMan),
_hardwareInputs(nullptr),
_backendDefaultBindings(nullptr),
_delayedEventSource(new DelayedEventSource()),
_enabled(true),
_enabledKeymapType(Keymap::kKeymapTypeGlobal) {
_eventMan->getEventDispatcher()->registerSource(_delayedEventSource, true);
}
Keymapper::~Keymapper() {
for (KeymapArray::iterator it = _keymaps.begin(); it != _keymaps.end(); it++) {
delete *it;
}
delete _backendDefaultBindings;
delete _hardwareInputs;
}
void Keymapper::registerHardwareInputSet(HardwareInputSet *inputs) {
if (_hardwareInputs)
error("Hardware input set already registered");
if (!inputs) {
warning("No hardware input were defined, using defaults");
CompositeHardwareInputSet *compositeInputs = new CompositeHardwareInputSet();
compositeInputs->addHardwareInputSet(new MouseHardwareInputSet(defaultMouseButtons));
compositeInputs->addHardwareInputSet(new KeyboardHardwareInputSet(defaultKeys, defaultModifiers));
inputs = compositeInputs;
}
_hardwareInputs = inputs;
}
void Keymapper::registerBackendDefaultBindings(KeymapperDefaultBindings *backendDefaultBindings) {
if (!_keymaps.empty())
error("Backend default bindings must be defined before adding keymaps");
_backendDefaultBindings = backendDefaultBindings;
}
void Keymapper::addGlobalKeymap(Keymap *keymap) {
assert(keymap->getType() == Keymap::kKeymapTypeGlobal
|| keymap->getType() == Keymap::kKeymapTypeGui);
ConfigManager::Domain *keymapperDomain = ConfMan.getDomain(ConfigManager::kKeymapperDomain);
initKeymap(keymap, keymapperDomain);
// Global keymaps have the lowest priority, they need to be first in the array
_keymaps.insert_at(0, keymap);
}
void Keymapper::addGameKeymap(Keymap *keymap) {
assert(keymap->getType() == Keymap::kKeymapTypeGame);
ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
if (!gameDomain) {
error("Call to Keymapper::addGameKeymap when no game loaded");
}
initKeymap(keymap, gameDomain);
_keymaps.push_back(keymap);
}
void Keymapper::initKeymap(Keymap *keymap, ConfigManager::Domain *domain) {
if (!_hardwareInputs) {
warning("No hardware inputs were registered yet (%s)", keymap->getId().c_str());
return;
}
keymap->setConfigDomain(domain);
keymap->setHardwareInputs(_hardwareInputs);
keymap->setBackendDefaultBindings(_backendDefaultBindings);
keymap->loadMappings();
}
void Keymapper::cleanupGameKeymaps() {
// Flush all game specific keymaps
KeymapArray::iterator it = _keymaps.begin();
while (it != _keymaps.end()) {
if ((*it)->getType() == Keymap::kKeymapTypeGame) {
delete *it;
it = _keymaps.erase(it);
} else {
it++;
}
}
}
Keymap *Keymapper::getKeymap(const String &id) const {
for (KeymapArray::const_iterator it = _keymaps.begin(); it != _keymaps.end(); it++) {
if ((*it)->getId() == id) {
return *it;
}
}
return nullptr;
}
void Keymapper::reloadAllMappings() {
for (uint i = 0; i < _keymaps.size(); i++) {
_keymaps[i]->loadMappings();
}
}
void Keymapper::setEnabledKeymapType(Keymap::KeymapType type) {
_enabledKeymapType = type;
}
List<Event> Keymapper::mapEvent(const Event &ev) {
if (!_enabled) {
List<Event> originalEvent;
originalEvent.push_back(ev);
return originalEvent;
}
hardcodedEventMapping(ev);
IncomingEventType incomingEventType = convertToIncomingEventType(ev);
List<Event> mappedEvents;
for (int i = _keymaps.size() - 1; i >= 0; --i) {
if (!_keymaps[i]->isEnabled()) {
continue;
}
Keymap::KeymapType keymapType = _keymaps[i]->getType();
if (keymapType != _enabledKeymapType && keymapType != Keymap::kKeymapTypeGlobal) {
continue; // Ignore GUI keymaps while in game and vice versa
}
debug(5, "Keymapper::mapKey keymap: %s", _keymaps[i]->getId().c_str());
const Keymap::ActionArray &actions = _keymaps[i]->getMappedActions(ev);
for (Keymap::ActionArray::const_iterator it = actions.begin(); it != actions.end(); it++) {
mappedEvents.push_back(executeAction(*it, incomingEventType));
}
if (!actions.empty()) {
// If we found actions matching this input in a keymap, no need to look at the other keymaps.
// An input resulting in actions from system and game keymaps would lead to unexpected user experience.
break;
}
}
// Ignore keyboard repeat events. Repeat event are meant for text input,
// the keymapper / keymaps are supposed to be disabled during text input.
// TODO: Add a way to keep repeat events if needed.
if (!mappedEvents.empty() && ev.type == EVENT_KEYDOWN && ev.kbdRepeat) {
return List<Event>();
}
if (mappedEvents.empty()) {
// if it didn't get mapped, just pass it through
mappedEvents.push_back(ev);
}
return mappedEvents;
}
Keymapper::IncomingEventType Keymapper::convertToIncomingEventType(const Event &ev) const {
if (ev.type == EVENT_CUSTOM_BACKEND_HARDWARE) {
return kIncomingEventInstant;
} else if (ev.type == EVENT_KEYDOWN
|| ev.type == EVENT_LBUTTONDOWN
|| ev.type == EVENT_RBUTTONDOWN
|| ev.type == EVENT_MBUTTONDOWN
|| ev.type == EVENT_JOYBUTTON_DOWN) {
return kIncomingEventStart;
} else {
return kIncomingEventEnd;
}
}
Event Keymapper::executeAction(const Action *action, IncomingEventType incomingType) {
Event evt = Event(action->event);
EventType convertedType = convertStartToEnd(evt.type);
// hardware keys need to send up instead when they are up
if (incomingType == kIncomingEventEnd) {
evt.type = convertedType;
}
evt.mouse = _eventMan->getMousePos();
// Check if the event is coming from a non-key hardware event
// that is mapped to a key event
if (incomingType == kIncomingEventInstant && convertedType != EVENT_INVALID) {
// WORKAROUND: Delay the down events coming from non-key hardware events
// with a zero delay. This is to prevent DOWN1 DOWN2 UP1 UP2.
_delayedEventSource->scheduleEvent(evt, 0);
// non-keys need to send up as well
// WORKAROUND: Delay the up events coming from non-key hardware events
// This is for engines that run scripts that check on key being down
evt.type = convertedType;
const uint32 delay = (convertedType == EVENT_KEYUP ? kDelayKeyboardEventMillis : kDelayMouseEventMillis);
_delayedEventSource->scheduleEvent(evt, delay);
}
return evt;
}
EventType Keymapper::convertStartToEnd(EventType type) {
EventType result = EVENT_INVALID;
switch (type) {
case EVENT_KEYDOWN:
result = EVENT_KEYUP;
break;
case EVENT_LBUTTONDOWN:
result = EVENT_LBUTTONUP;
break;
case EVENT_RBUTTONDOWN:
result = EVENT_RBUTTONUP;
break;
case EVENT_MBUTTONDOWN:
result = EVENT_MBUTTONUP;
break;
case EVENT_JOYBUTTON_DOWN:
result = EVENT_JOYBUTTON_UP;
break;
case EVENT_CUSTOM_BACKEND_ACTION_START:
result = EVENT_CUSTOM_BACKEND_ACTION_END;
break;
case EVENT_CUSTOM_ENGINE_ACTION_START:
result = EVENT_CUSTOM_ENGINE_ACTION_END;
break;
default:
break;
}
return result;
}
HardwareInput Keymapper::findHardwareInput(const Event &event) {
return _hardwareInputs->findHardwareInput(event);
}
void Keymapper::hardcodedEventMapping(Event ev) {
// TODO: Either add support for long presses to the keymapper
// or move this elsewhere as an event observer + source
#ifdef ENABLE_VKEYBD
// Trigger virtual keyboard on long press of more than 1 second
// of middle mouse button.
const uint32 vkeybdTime = 1000;
static uint32 vkeybdThen = 0;
if (ev.type == EVENT_MBUTTONDOWN) {
vkeybdThen = g_system->getMillis();
}
if (ev.type == EVENT_MBUTTONUP) {
if ((g_system->getMillis() - vkeybdThen) >= vkeybdTime) {
Event vkeybdEvent;
vkeybdEvent.type = EVENT_VIRTUAL_KEYBOARD;
// Avoid blocking event from engine.
_delayedEventSource->scheduleEvent(vkeybdEvent, 100);
}
}
#endif
}
void DelayedEventSource::scheduleEvent(const Event &ev, uint32 delayMillis) {
if (_delayedEvents.empty()) {
_delayedEffectiveTime = g_system->getMillis() + delayMillis;
delayMillis = 0;
}
DelayedEventsEntry entry = DelayedEventsEntry(delayMillis, ev);
_delayedEvents.push(entry);
}
bool DelayedEventSource::pollEvent(Event &event) {
if (_delayedEvents.empty()) {
return false;
}
uint32 now = g_system->getMillis();
if (now >= _delayedEffectiveTime) {
event = _delayedEvents.pop().event;
if (!_delayedEvents.empty()) {
_delayedEffectiveTime += _delayedEvents.front().timerOffset;
}
return true;
}
return false;
}
bool DelayedEventSource::allowMapping() const {
return false; // Events from this source have already been mapped, and should not be mapped again
}
} // End of namespace Common