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CLK/Machines/KeyboardMachine.hpp

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//
// KeyboardMachine.h
// Clock Signal
//
// Created by Thomas Harte on 05/11/2016.
// Copyright 2016 Thomas Harte. All rights reserved.
//
#ifndef KeyboardMachine_h
#define KeyboardMachine_h
#include <bitset>
#include <cstdint>
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#include <string>
#include <set>
#include "../Inputs/Keyboard.hpp"
namespace MachineTypes {
/*!
Covers just the actions necessary to communicate keyboard state, as a purely abstract class.
*/
struct KeyActions {
/*!
Indicates that the key @c key has been either pressed or released, according to
the state of @c isPressed.
*/
virtual void set_key_state([[maybe_unused]] uint16_t key, [[maybe_unused]] bool is_pressed) {}
/*!
Instructs that all keys should now be treated as released.
*/
virtual void clear_all_keys() {}
/*!
Indicates whether a machine most naturally accepts logical rather than physical input.
*/
virtual bool prefers_logical_input() { return false; }
};
/*!
Describes an emulated machine which exposes a keyboard and accepts a typed string.
*/
class KeyboardMachine: public KeyActions {
public:
/*!
Causes the machine to attempt to type the supplied string.
This is best effort. Success or failure is permitted to be a function of machine and current state.
*/
virtual void type_string(const std::string &);
/*!
@returns @c true if this machine can type the character @c c as part of a @c type_string; @c false otherwise.
*/
virtual bool can_type([[maybe_unused]] char c) const { return false; }
/*!
Provides a destination for keyboard input.
*/
virtual Inputs::Keyboard &get_keyboard() = 0;
/*!
Provides a standard bundle of logic for hosts that are able to correlate typed symbols
with keypresses. Specifically:
If map_logically is false:
(i) initially try to set @c key as @c is_pressed;
(ii) if this machine doesn't map @c key to anything but @c symbol is a printable ASCII character, attempt to @c type_string it.
If map_logically is true:
(i) if @c symbol can be typed and this is a key down, @c type_string it;
(ii) if @c symbol cannot be typed, set @c key as @c is_pressed
*/
bool apply_key(Inputs::Keyboard::Key key, char symbol, bool is_pressed, bool map_logically) {
Inputs::Keyboard &keyboard = get_keyboard();
if(!map_logically) {
// Try a regular keypress first, and stop if that works.
if(keyboard.set_key_pressed(key, symbol, is_pressed)) {
return true;
}
// That having failed, if a symbol has been supplied then try typing it.
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if(is_pressed && symbol && can_type(symbol)) {
char string[2] = { symbol, 0 };
type_string(string);
return true;
}
return false;
} else {
// Try to type first.
if(is_pressed && symbol && can_type(symbol)) {
char string[2] = { symbol, 0 };
type_string(string);
return true;
}
// That didn't work. Forward as a keypress. As, either:
// (i) this is a key down, but doesn't have a symbol, or is an untypeable symbol; or
// (ii) this is a key up, which it won't be an issue to miscommunicate.
return keyboard.set_key_pressed(key, symbol, is_pressed);
}
}
};
/*!
Provides a base class for machines that want to provide a keyboard mapper,
allowing automatic mapping from keyboard inputs to KeyActions.
*/
class MappedKeyboardMachine: public Inputs::Keyboard::Delegate, public KeyboardMachine {
public:
MappedKeyboardMachine(const std::set<Inputs::Keyboard::Key> &essential_modifiers = {});
/*!
A keyboard mapper attempts to provide a physical mapping between host keys and emulated keys.
See the character mapper for logical mapping.
*/
class KeyboardMapper {
public:
virtual uint16_t mapped_key_for_key(Inputs::Keyboard::Key key) const = 0;
};
/// Terminates a key sequence from the character mapper.
static constexpr uint16_t KeyEndSequence = 0xffff;
/*!
Indicates that a key is not mapped (for the keyboard mapper) or that a
character cannot be typed (for the character mapper).
*/
static constexpr uint16_t KeyNotMapped = 0xfffe;
/*!
Allows individual machines to provide the mapping between host keys
as per Inputs::Keyboard and their native scheme.
*/
virtual KeyboardMapper *get_keyboard_mapper();
/*!
Provides a keyboard that obtains this machine's keyboard mapper, maps
the key and supplies it via the KeyActions.
*/
virtual Inputs::Keyboard &get_keyboard() override;
private:
bool keyboard_did_change_key(Inputs::Keyboard *keyboard, Inputs::Keyboard::Key key, bool is_pressed) override;
void reset_all_keys(Inputs::Keyboard *keyboard) override;
Inputs::Keyboard keyboard_;
};
}
#endif /* KeyboardMachine_h */