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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file hotkeys.h Hotkey related functions. */
#ifndef HOTKEYS_H
#define HOTKEYS_H
#include "core/smallvec_type.hpp"
/**
* All data for a single hotkey. The name (for saving/loading a configfile),
* a list of keycodes and a number to help identifying this hotkey.
*/
template<class T>
struct Hotkey {
typedef void (T::*hotkey_callback)(int);
/**
* A wrapper around the callback function. This wrapper is needed because
* the size of a pointer to a member function depends on the class
* definition. The possible solutions are to either wrap the callback
* pointer in a class and dynamically allocate memory for it like we do
* now or making all class definitions available in hotkeys.cpp.
*/
struct CallbackWrapper {
CallbackWrapper(hotkey_callback callback) :
callback(callback)
{}
hotkey_callback callback;
};
/**
* Create a new Hotkey object with a single default keycode.
* @param default_keycode The default keycode for this hotkey.
* @param name The name of this hotkey.
* @param num Number of this hotkey, should be unique within the hotkey list.
* @param callback The function to call if the hotkey is pressed.
*/
Hotkey(uint16 default_keycode, const char *name, int num, hotkey_callback callback = NULL) :
name(name),
num(num)
{
if (callback == NULL) {
this->callback = NULL;
} else {
this->callback = new CallbackWrapper(callback);
}
if (default_keycode != 0) *this->keycodes.Append() = default_keycode;
}
/**
* Create a new Hotkey object with multiple default keycodes.
* @param default_keycodes An array of default keycodes terminated with 0.
* @param name The name of this hotkey.
* @param num Number of this hotkey, should be unique within the hotkey list.
* @param callback The function to call if the hotkey is pressed.
*/
Hotkey(const uint16 *default_keycodes, const char *name, int num, hotkey_callback callback = NULL) :
name(name),
num(num)
{
if (callback == NULL) {
this->callback = NULL;
} else {
this->callback = new CallbackWrapper(callback);
}
const uint16 *keycode = default_keycodes;
while (*keycode != 0) {
this->keycodes.Include(keycode);
keycode++;
}
}
~Hotkey()
{
delete this->callback;
}
/**
* Add a keycode to this hotkey, from now that keycode will be matched
* in addition to any previously added keycodes.
* @param keycode The keycode to add.
*/
void AddKeycode(uint16 keycode)
{
this->keycodes.Include(keycode);
}
const char *name;
int num;
SmallVector<uint16, 1> keycodes;
CallbackWrapper *callback;
};
#define HOTKEY_LIST_END(window_class) Hotkey<window_class>((uint16)0, NULL, -1)
/**
* Check if a keycode is bound to something.
* @param list The list with hotkeys to check
* @param keycode The keycode that was pressed
* @param w The window-pointer to give to the callback function (if any).
* @return The number of the matching hotkey or -1.
*/
template<class T>
int CheckHotkeyMatch(Hotkey<T> *list, uint16 keycode, T *w)
{
while (list->num != -1) {
if (list->keycodes.Contains(keycode)) {
if (list->callback != NULL) (w->*(list->callback->callback))(-1);
return list->num;
}
list++;
}
return -1;
}
void LoadHotkeysFromConfig();
void SaveHotkeysToConfig();
#endif /* HOTKEYS_H */
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