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