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/* 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
* 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.
* $URL$
* $Id$


#include "common/scummsys.h"


#include "common/events.h"
#include "common/list.h"
#include "common/hashmap.h"
#include "common/stack.h"
#include "backends/keymapper/hardware-key.h"
#include "backends/keymapper/keymap.h"

namespace Common {

class Keymapper : public Common::EventMapper, private Common::ArtificialEventSource {

      struct MapRecord {
            Keymap* keymap;
            bool inherit;
            bool global;

      /* Nested class that represents a set of keymaps */
      class Domain : public HashMap<String, Keymap*,
                        IgnoreCase_Hash, IgnoreCase_EqualTo>  {
            Domain() : _configDomain(0) {}
            ~Domain() {

            void setConfigDomain(ConfigManager::Domain *confDom) {
                  _configDomain = confDom;
            ConfigManager::Domain *getConfigDomain() {
                  return _configDomain;

            void addKeymap(Keymap *map);

            void deleteAllKeyMaps();

            Keymap *getKeymap(const String& name);

            ConfigManager::Domain *_configDomain;

      Keymapper(EventManager *eventMan);

       * Registers a HardwareKeySet with the Keymapper
       * @note should only be called once (during backend initialisation)
      void registerHardwareKeySet(HardwareKeySet *keys);

       * Get a list of all registered HardwareKeys
      const List<const HardwareKey*> &getHardwareKeys() const {
            return _hardwareKeys->getHardwareKeys();

       * Add a keymap to the global domain.
       * If a saved key setup exists for it in the ini file it will be used.
       * Else, the key setup will be automatically mapped.
      void addGlobalKeymap(Keymap *keymap);

       * Add a keymap to the game domain.
       * @see addGlobalKeyMap
       * @note initGame() should be called before any game keymaps are added.
      void addGameKeymap(Keymap *keymap);

       * Should be called at end of game to tell Keymapper to deactivate and free
       * any game keymaps that are loaded.
      void cleanupGameKeymaps();

       * Obtain a keymap of the given name from the keymapper.
       * Game keymaps have priority over global keymaps
       * @param name          name of the keymap to return
       * @param global  set to true if returned keymap is global, false if game
      Keymap *getKeymap(const String& name, bool &global);

       * Push a new keymap to the top of the active stack, activating
       * it for use.
       * @param name          name of the keymap to push
       * @param inherit if true keymapper will iterate down the
       *                            stack if it cannot find a key in the new map
       * @return              true if succesful
      bool pushKeymap(const String& name, bool inherit = false);

       * Pop the top keymap off the active stack.
      void popKeymap();

      // Implementation of the EventMapper interface
      bool notifyEvent(const Common::Event &ev);
      bool pollEvent(Common::Event &ev) { return Common::ArtificialEventSource::pollEvent(ev); }

       * @brief Map a key press event.
       * If the active keymap contains a Action mapped to the given key, then
       * the Action's events are pushed into the EventManager's event queue.
       * @param key           key that was pressed
       * @param keyDown true for key down, false for key up
       * @return              true if key was mapped
      bool mapKey(const KeyState& key, bool keyDown);

       * @brief Map a key down event.
       * @see mapKey
      bool mapKeyDown(const KeyState& key);

       * @brief Map a key up event.
       * @see mapKey
      bool mapKeyUp(const KeyState& key);

       * Enable/disable the keymapper
      void setEnabled(bool enabled) { _enabled = enabled; }

       * Return a HardwareKey pointer for the given key state
      const HardwareKey *findHardwareKey(const KeyState& key);

      Domain& getGlobalDomain() { return _globalDomain; }
      Domain& getGameDomain() { return _gameDomain; }
      const Stack<MapRecord>& getActiveStack() const { return _activeMaps; }


      void initKeymap(Domain &domain, Keymap *keymap);

      Domain _globalDomain;
      Domain _gameDomain;

      HardwareKeySet *_hardwareKeys;

      void pushKeymap(Keymap *newMap, bool inherit, bool global);

      Action *getAction(const KeyState& key);
      void executeAction(const Action *act, bool keyDown);

      EventManager *_eventMan;

      bool _enabled;

      Stack<MapRecord> _activeMaps;
      HashMap<KeyState, Action*> _keysDown;


} // End of namespace Common

#endif // #ifdef ENABLE_KEYMAPPER

#endif // #ifndef COMMON_KEYMAPPER_H

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