mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
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.
342 lines
9.7 KiB
C++
342 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.
|
|
*
|
|
*/
|
|
|
|
#include "backends/keymapper/keymapper.h"
|
|
|
|
#include "backends/keymapper/action.h"
|
|
#include "backends/keymapper/hardware-input.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),
|
|
_enabled(true),
|
|
_enabledKeymapType(Keymap::kKeymapTypeGlobal),
|
|
_hardwareInputs(nullptr),
|
|
_backendDefaultBindings(nullptr),
|
|
_delayedEventSource(new DelayedEventSource()) {
|
|
_eventMan->getEventDispatcher()->registerSource(_delayedEventSource, true);
|
|
}
|
|
|
|
Keymapper::~Keymapper() {
|
|
delete _hardwareInputs;
|
|
for (KeymapArray::iterator it = _keymaps.begin(); it != _keymaps.end(); it++) {
|
|
delete *it;
|
|
}
|
|
}
|
|
|
|
void Keymapper::registerHardwareInputSet(HardwareInputSet *inputs) {
|
|
if (_hardwareInputs)
|
|
error("Hardware input set already registered");
|
|
|
|
if (!inputs) {
|
|
warning("No hardware input were defined, using defaults");
|
|
inputs = new HardwareInputSet(true);
|
|
}
|
|
|
|
_hardwareInputs = inputs;
|
|
}
|
|
|
|
void Keymapper::registerBackendDefaultBindings(const Common::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->getName().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 &name) {
|
|
for (KeymapArray::const_iterator it = _keymaps.begin(); it != _keymaps.end(); it++) {
|
|
if ((*it)->getName() == name) {
|
|
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);
|
|
|
|
const HardwareInput *hwInput = findHardwareInput(ev);
|
|
if (!hwInput) {
|
|
List<Event> originalEvent;
|
|
originalEvent.push_back(ev);
|
|
return originalEvent;
|
|
}
|
|
|
|
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]->getName().c_str());
|
|
|
|
const Keymap::ActionArray &actions = _keymaps[i]->getMappedActions(hwInput);
|
|
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) {
|
|
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_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;
|
|
}
|
|
|
|
const HardwareInput *Keymapper::findHardwareInput(const Event &event) {
|
|
switch (event.type) {
|
|
case EVENT_KEYDOWN:
|
|
case EVENT_KEYUP:
|
|
return _hardwareInputs->findHardwareInput(event.kbd);
|
|
case EVENT_CUSTOM_BACKEND_HARDWARE:
|
|
return _hardwareInputs->findHardwareInput(event.customType);
|
|
default:
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
if (ev.type == EVENT_JOYBUTTON_DOWN) {
|
|
if (ev.joystick.button == JOYSTICK_BUTTON_START || ev.joystick.button == JOYSTICK_BUTTON_GUIDE) {
|
|
ev.type = EVENT_MAINMENU;
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|