#pragma once #include #include #include #include #include struct ImGuiWindow; namespace hex { class View; enum class Keys { Space = GLFW_KEY_SPACE, Apostrophe = GLFW_KEY_APOSTROPHE, Comma = GLFW_KEY_COMMA, Minus = GLFW_KEY_MINUS, Period = GLFW_KEY_PERIOD, Slash = GLFW_KEY_SLASH, Num0 = GLFW_KEY_0, Num1 = GLFW_KEY_1, Num2 = GLFW_KEY_2, Num3 = GLFW_KEY_3, Num4 = GLFW_KEY_4, Num5 = GLFW_KEY_5, Num6 = GLFW_KEY_6, Num7 = GLFW_KEY_7, Num8 = GLFW_KEY_8, Num9 = GLFW_KEY_9, Semicolon = GLFW_KEY_SEMICOLON, Equals = GLFW_KEY_EQUAL, A = GLFW_KEY_A, B = GLFW_KEY_B, C = GLFW_KEY_C, D = GLFW_KEY_D, E = GLFW_KEY_E, F = GLFW_KEY_F, G = GLFW_KEY_G, H = GLFW_KEY_H, I = GLFW_KEY_I, J = GLFW_KEY_J, K = GLFW_KEY_K, L = GLFW_KEY_L, M = GLFW_KEY_M, N = GLFW_KEY_N, O = GLFW_KEY_O, P = GLFW_KEY_P, Q = GLFW_KEY_Q, R = GLFW_KEY_R, S = GLFW_KEY_S, T = GLFW_KEY_T, U = GLFW_KEY_U, V = GLFW_KEY_V, W = GLFW_KEY_W, X = GLFW_KEY_X, Y = GLFW_KEY_Y, Z = GLFW_KEY_Z, LeftBracket = GLFW_KEY_LEFT_BRACKET, Backslash = GLFW_KEY_BACKSLASH, RightBracket = GLFW_KEY_RIGHT_BRACKET, GraveAccent = GLFW_KEY_GRAVE_ACCENT, World1 = GLFW_KEY_WORLD_1, World2 = GLFW_KEY_WORLD_2, Escape = GLFW_KEY_ESCAPE, Enter = GLFW_KEY_ENTER, Tab = GLFW_KEY_TAB, Backspace = GLFW_KEY_BACKSPACE, Insert = GLFW_KEY_INSERT, Delete = GLFW_KEY_DELETE, Right = GLFW_KEY_RIGHT, Left = GLFW_KEY_LEFT, Down = GLFW_KEY_DOWN, Up = GLFW_KEY_UP, PageUp = GLFW_KEY_PAGE_UP, PageDown = GLFW_KEY_PAGE_DOWN, Home = GLFW_KEY_HOME, End = GLFW_KEY_END, CapsLock = GLFW_KEY_CAPS_LOCK, ScrollLock = GLFW_KEY_SCROLL_LOCK, NumLock = GLFW_KEY_NUM_LOCK, PrintScreen = GLFW_KEY_PRINT_SCREEN, Pause = GLFW_KEY_PAUSE, F1 = GLFW_KEY_F1, F2 = GLFW_KEY_F2, F3 = GLFW_KEY_F3, F4 = GLFW_KEY_F4, F5 = GLFW_KEY_F5, F6 = GLFW_KEY_F6, F7 = GLFW_KEY_F7, F8 = GLFW_KEY_F8, F9 = GLFW_KEY_F9, F10 = GLFW_KEY_F10, F11 = GLFW_KEY_F11, F12 = GLFW_KEY_F12, F13 = GLFW_KEY_F13, F14 = GLFW_KEY_F14, F15 = GLFW_KEY_F15, F16 = GLFW_KEY_F16, F17 = GLFW_KEY_F17, F18 = GLFW_KEY_F18, F19 = GLFW_KEY_F19, F20 = GLFW_KEY_F20, F21 = GLFW_KEY_F21, F22 = GLFW_KEY_F22, F23 = GLFW_KEY_F23, F24 = GLFW_KEY_F24, F25 = GLFW_KEY_F25, KeyPad0 = GLFW_KEY_KP_0, KeyPad1 = GLFW_KEY_KP_1, KeyPad2 = GLFW_KEY_KP_2, KeyPad3 = GLFW_KEY_KP_3, KeyPad4 = GLFW_KEY_KP_4, KeyPad5 = GLFW_KEY_KP_5, KeyPad6 = GLFW_KEY_KP_6, KeyPad7 = GLFW_KEY_KP_7, KeyPad8 = GLFW_KEY_KP_8, KeyPad9 = GLFW_KEY_KP_9, KeyPadDecimal = GLFW_KEY_KP_DECIMAL, KeyPadDivide = GLFW_KEY_KP_DIVIDE, KeyPadMultiply = GLFW_KEY_KP_MULTIPLY, KeyPadSubtract = GLFW_KEY_KP_SUBTRACT, KeyPadAdd = GLFW_KEY_KP_ADD, KeyPadEnter = GLFW_KEY_KP_ENTER, KeyPadEqual = GLFW_KEY_KP_EQUAL, Menu = GLFW_KEY_MENU, }; class Key { public: constexpr Key(Keys key) : m_key(static_cast(key)) { } auto operator<=>(const Key &) const = default; private: u32 m_key; }; class Shortcut { public: Shortcut() = default; Shortcut(Keys key) : m_keys({ key }) { } Shortcut operator+(const Key &other) const { Shortcut result = *this; result.m_keys.insert(other); return result; } Shortcut &operator+=(const Key &other) { this->m_keys.insert(other); return *this; } bool operator<(const Shortcut &other) const { return this->m_keys < other.m_keys; } bool operator==(const Shortcut &other) const { return this->m_keys == other.m_keys; } private: friend Shortcut operator+(const Key &lhs, const Key &rhs); std::set m_keys; }; inline Shortcut operator+(const Key &lhs, const Key &rhs) { Shortcut result; result.m_keys = { lhs, rhs }; return result; } static constexpr auto CTRL = Key(static_cast(0x1000'0000)); static constexpr auto ALT = Key(static_cast(0x2000'0000)); static constexpr auto SHIFT = Key(static_cast(0x3000'0000)); static constexpr auto SUPER = Key(static_cast(0x4000'0000)); class ShortcutManager { public: static void addGlobalShortcut(const Shortcut &shortcut, const std::function &callback); static void addShortcut(View *view, const Shortcut &shortcut, const std::function &callback); static void process(View *currentView, bool ctrl, bool alt, bool shift, bool super, bool focused, u32 keyCode); static void clearShortcuts(); private: static std::map> s_globalShortcuts; }; }