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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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//
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// plKeyMap - Generic class that defines a mapping of 1-or-2 key codes to
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// ControlEventCodes
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plKeyMap_h
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#define _plKeyMap_h
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#include "HeadSpin.h"
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#include "plInputMap.h"
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#include "plControlEventCodes.h"
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#include "hsTemplates.h"
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//// plKeyCombo //////////////////////////////////////////////////////////////
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// Tiny class/data type representing a single key combo. Ex. shift+C
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class plKeyCombo
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{
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public:
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plKeyDef fKey;
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uint8_t fFlags;
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// The ordering of this lets us treat the flags as a priority number.
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// kCtrl + kShift > kCtrl > kShift > no flags
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enum Flags
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{
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kShift = 0x01,
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kCtrl = 0x02
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};
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static plKeyCombo kUnmapped;
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plKeyCombo();
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plKeyCombo( plKeyDef k, uint8_t flags = 0 ) : fKey( k ), fFlags( flags ) { }
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bool IsSatisfiedBy(const plKeyCombo &combo) const;
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bool operator==( const plKeyCombo &rhs ) const { return ( fKey == rhs.fKey ) && ( fFlags == rhs.fFlags ); }
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bool operator!=( const plKeyCombo &rhs ) const { return ( fKey != rhs.fKey ) || ( fFlags != rhs.fFlags ); }
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};
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//// For the Particularly Lazy... ////////////////////////////////////////////
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class plShiftKeyCombo : public plKeyCombo
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{
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public:
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plShiftKeyCombo( plKeyDef k ) : plKeyCombo( k, kShift ) {}
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};
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class plCtrlKeyCombo : public plKeyCombo
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{
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public:
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plCtrlKeyCombo( plKeyDef k ) : plKeyCombo( k, kCtrl ) {}
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};
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class plCtrlShiftKeyCombo : public plKeyCombo
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{
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public:
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plCtrlShiftKeyCombo( plKeyDef k ) : plKeyCombo( k, kCtrl | kShift ) {}
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};
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//// plKeyBinding ////////////////////////////////////////////////////////////
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// Record for a single binding of 1-or-2 keys to a ControlEventCode, with
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// optional string if necessary (for, say console command bindings)
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class plKeyBinding
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{
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protected:
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ControlEventCode fCode;
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uint32_t fCodeFlags; // Needed?
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plKeyCombo fKey1; // KEY_UNMAPPED for not-used
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plKeyCombo fKey2;
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char *fString;
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public:
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plKeyBinding();
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plKeyBinding( ControlEventCode code, uint32_t codeFlags, const plKeyCombo &key1, const plKeyCombo &key2, const char *string = nil );
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virtual ~plKeyBinding();
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ControlEventCode GetCode( void ) const { return fCode; }
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uint32_t GetCodeFlags( void ) const { return fCodeFlags; }
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const plKeyCombo &GetKey1( void ) const { return fKey1; }
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const plKeyCombo &GetKey2( void ) const { return fKey2; }
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const char *GetExtendedString( void ) const { return fString; }
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const plKeyCombo &GetMatchingKey( plKeyDef keyDef ) const;
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void SetKey1( const plKeyCombo &newCombo );
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void SetKey2( const plKeyCombo &newCombo );
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void ClearKeys( void );
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bool HasUnmappedKey() const;
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};
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//// plKeyMap ////////////////////////////////////////////////////////////////
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// Basically an array of plKeyBindings with some extra helpers
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class plKeyMap : public plInputMap
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{
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public:
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// Konstants for the bind preference
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enum BindPref
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{
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kNoPreference = 0, // Just bind to any free one, else first
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kNoPreference2nd, // Bind to a free one, or second key if no free one
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kFirstAlways, // Bind to first key no matter what
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kSecondAlways // Ditto but for 2nd key
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};
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protected:
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hsTArray<plKeyBinding *> fBindings;
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plKeyBinding *IFindBindingByKey( const plKeyCombo &combo ) const;
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void IFindAllBindingsByKey( const plKeyCombo &combo, hsTArray<plKeyBinding*> &result ) const;
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plKeyBinding *IFindBinding( ControlEventCode code ) const;
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plKeyBinding *IFindConsoleBinding( const char *command ) const;
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void IActuallyBind( plKeyBinding *binding, const plKeyCombo &combo, BindPref pref );
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void ICheckAndBindDupe( plKeyDef origKey, plKeyDef dupeKey );
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public:
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plKeyMap();
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virtual ~plKeyMap();
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// Adds a given control code to the map. Once you add it, you can't change its flags. Returns false if the code is already present
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bool AddCode( ControlEventCode code, uint32_t codeFlags );
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// Same but for console commands. No flags b/c console commands always use the same flags
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bool AddConsoleCommand( const char *command );
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// Adds a key binding to a given code. Returns false if the code isn't in this map or if key is already mapped.
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bool BindKey( const plKeyCombo &combo, ControlEventCode code, BindPref pref = kNoPreference );
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// Console command version
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bool BindKeyToConsoleCmd( const plKeyCombo &combo, const char *command, BindPref pref = kNoPreference );
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// Searches for the binding for a given code. Returns nil if not found
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const plKeyBinding *FindBinding( ControlEventCode code ) const;
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// Searches for the binding by key. Returns nil if not found
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const plKeyBinding *FindBindingByKey( const plKeyCombo &combo ) const;
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// Finds multiple bindings (when there are unneeded ctrl/shift flags)
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void FindAllBindingsByKey( const plKeyCombo &combo, hsTArray<const plKeyBinding*> &result ) const;
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// Searches for the binding by console command. Returns nil if not found
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const plKeyBinding* FindConsoleBinding( const char *command ) const;
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// Make sure the given keys are clear of bindings, i.e. not used
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void EnsureKeysClear( const plKeyCombo &key1, const plKeyCombo &key2 );
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// Unmaps the given key, no matter what binding it is in
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void UnmapKey( const plKeyCombo &combo );
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// Unmaps the keys for a single binding
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void UnmapBinding( ControlEventCode code );
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// Unmaps all the bindings, but leaves the code records themselves
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void UnmapAllBindings( void );
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// Erases the given code binding. Note: should never really be used, but provided here for completeness
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void EraseBinding( ControlEventCode code );
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// Clears ALL bindings
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void ClearAll( void );
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static const char* GetStringCtrl();
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static const char* GetStringShift();
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static const char* GetStringUnmapped();
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uint32_t GetNumBindings( void ) const { return fBindings.GetCount(); }
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const plKeyBinding &GetBinding( uint32_t i ) const { return *fBindings[ i ]; }
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void HandleAutoDualBinding( plKeyDef key1, plKeyDef key2 );
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static const char* ConvertVKeyToChar( uint32_t vk );
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static plKeyDef ConvertCharToVKey( const char *c );
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static Win32keyConvert fKeyConversionEnglish[];
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static Win32keyConvert fKeyConversionFrench[];
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static Win32keyConvert fKeyConversionGerman[];
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//static Win32keyConvert fKeyConversionSpanish[];
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//static Win32keyConvert fKeyConversionItalian[];
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};
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#endif // _plKeyMap_h
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