osb/source/windowing/StarKeyBindings.hpp

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#pragma once
2023-06-20 04:33:09 +00:00
#include "StarInputEvent.hpp"
#include "StarSet.hpp"
#include "StarJson.hpp"
namespace Star {
enum class InterfaceAction {
None,
PlayerUp,
PlayerDown,
PlayerLeft,
PlayerRight,
PlayerJump,
PlayerMainItem,
PlayerAltItem,
PlayerDropItem,
PlayerInteract,
PlayerShifting,
PlayerTechAction1,
PlayerTechAction2,
PlayerTechAction3,
EmoteBlabbering,
EmoteShouting,
EmoteHappy,
EmoteSad,
EmoteNeutral,
EmoteLaugh,
EmoteAnnoyed,
EmoteOh,
EmoteOooh,
EmoteBlink,
EmoteWink,
EmoteEat,
EmoteSleep,
ShowLabels,
CameraShift,
TitleBack,
CinematicSkip,
CinematicNext,
GuiClose,
GuiShifting,
KeybindingClear,
KeybindingCancel,
ChatPageUp,
ChatPageDown,
ChatPreviousLine,
ChatNextLine,
ChatSendLine,
ChatBegin,
ChatBeginCommand,
ChatStop,
InterfaceShowHelp,
InterfaceHideHud,
InterfaceChangeBarGroup,
InterfaceDeselectHands,
InterfaceBar1,
InterfaceBar2,
InterfaceBar3,
InterfaceBar4,
InterfaceBar5,
InterfaceBar6,
InterfaceBar7,
InterfaceBar8,
InterfaceBar9,
InterfaceBar10,
EssentialBar1,
EssentialBar2,
EssentialBar3,
EssentialBar4,
InterfaceRepeatCommand,
InterfaceToggleFullscreen,
InterfaceReload,
InterfaceEscapeMenu,
InterfaceInventory,
InterfaceCodex,
InterfaceQuest,
InterfaceCrafting,
};
extern EnumMap<InterfaceAction> const InterfaceActionNames;
// Maps the mod keys that can used in key chords to its associated KeyMod.
extern HashMap<Key, KeyMod> const KeyChordMods;
struct KeyChord {
Key key;
KeyMod mods;
bool operator<(KeyChord const& rhs) const;
};
KeyChord inputDescriptorFromJson(Json const& json);
Json inputDescriptorToJson(KeyChord const& chord);
String printInputDescriptor(KeyChord chord);
STAR_CLASS(KeyBindings);
class KeyBindings {
public:
KeyBindings();
explicit KeyBindings(Json const& json);
Set<InterfaceAction> actions(Key key) const;
Set<InterfaceAction> actions(InputEvent const& event) const;
Set<InterfaceAction> actions(KeyChord chord) const;
Set<InterfaceAction> actionsForKey(Key key) const;
private:
// Maps the primary key to a list of InterfaceActions, and any mods that they
// require to be held.
Map<Key, List<pair<KeyMod, InterfaceAction>>> m_actions;
};
}