190 lines
6.3 KiB
C++
190 lines
6.3 KiB
C++
#pragma once
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#include <hex.hpp>
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#include <GLFW/glfw3.h>
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#include <functional>
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#include <map>
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#include <set>
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struct ImGuiWindow;
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namespace hex {
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struct View;
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enum class Keys {
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Space = GLFW_KEY_SPACE,
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Apostrophe = GLFW_KEY_APOSTROPHE,
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Comma = GLFW_KEY_COMMA,
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Minus = GLFW_KEY_MINUS,
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Period = GLFW_KEY_PERIOD,
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Slash = GLFW_KEY_SLASH,
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Num0 = GLFW_KEY_0,
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Num1 = GLFW_KEY_1,
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Num2 = GLFW_KEY_2,
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Num3 = GLFW_KEY_3,
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Num4 = GLFW_KEY_4,
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Num5 = GLFW_KEY_5,
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Num6 = GLFW_KEY_6,
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Num7 = GLFW_KEY_7,
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Num8 = GLFW_KEY_8,
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Num9 = GLFW_KEY_9,
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Semicolon = GLFW_KEY_SEMICOLON,
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Equals = GLFW_KEY_EQUAL,
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A = GLFW_KEY_A,
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B = GLFW_KEY_B,
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C = GLFW_KEY_C,
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D = GLFW_KEY_D,
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E = GLFW_KEY_E,
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F = GLFW_KEY_F,
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G = GLFW_KEY_G,
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H = GLFW_KEY_H,
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I = GLFW_KEY_I,
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J = GLFW_KEY_J,
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K = GLFW_KEY_K,
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L = GLFW_KEY_L,
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M = GLFW_KEY_M,
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N = GLFW_KEY_N,
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O = GLFW_KEY_O,
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P = GLFW_KEY_P,
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Q = GLFW_KEY_Q,
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R = GLFW_KEY_R,
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S = GLFW_KEY_S,
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T = GLFW_KEY_T,
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U = GLFW_KEY_U,
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V = GLFW_KEY_V,
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W = GLFW_KEY_W,
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X = GLFW_KEY_X,
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Y = GLFW_KEY_Y,
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Z = GLFW_KEY_Z,
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LeftBracket = GLFW_KEY_LEFT_BRACKET,
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Backslash = GLFW_KEY_BACKSLASH,
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RightBracket = GLFW_KEY_RIGHT_BRACKET,
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GraveAccent = GLFW_KEY_GRAVE_ACCENT,
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World1 = GLFW_KEY_WORLD_1,
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World2 = GLFW_KEY_WORLD_2,
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Escape = GLFW_KEY_ESCAPE,
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Enter = GLFW_KEY_ENTER,
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Tab = GLFW_KEY_TAB,
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Backspace = GLFW_KEY_BACKSPACE,
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Insert = GLFW_KEY_INSERT,
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Delete = GLFW_KEY_DELETE,
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Right = GLFW_KEY_RIGHT,
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Left = GLFW_KEY_LEFT,
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Down = GLFW_KEY_DOWN,
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Up = GLFW_KEY_UP,
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PageUp = GLFW_KEY_PAGE_UP,
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PageDown = GLFW_KEY_PAGE_DOWN,
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Home = GLFW_KEY_HOME,
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End = GLFW_KEY_END,
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CapsLock = GLFW_KEY_CAPS_LOCK,
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ScrollLock = GLFW_KEY_SCROLL_LOCK,
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NumLock = GLFW_KEY_NUM_LOCK,
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PrintScreen = GLFW_KEY_PRINT_SCREEN,
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Pause = GLFW_KEY_PAUSE,
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F1 = GLFW_KEY_F1,
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F2 = GLFW_KEY_F2,
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F3 = GLFW_KEY_F3,
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F4 = GLFW_KEY_F4,
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F5 = GLFW_KEY_F5,
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F6 = GLFW_KEY_F6,
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F7 = GLFW_KEY_F7,
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F8 = GLFW_KEY_F8,
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F9 = GLFW_KEY_F9,
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F10 = GLFW_KEY_F10,
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F11 = GLFW_KEY_F11,
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F12 = GLFW_KEY_F12,
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F13 = GLFW_KEY_F13,
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F14 = GLFW_KEY_F14,
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F15 = GLFW_KEY_F15,
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F16 = GLFW_KEY_F16,
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F17 = GLFW_KEY_F17,
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F18 = GLFW_KEY_F18,
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F19 = GLFW_KEY_F19,
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F20 = GLFW_KEY_F20,
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F21 = GLFW_KEY_F21,
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F22 = GLFW_KEY_F22,
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F23 = GLFW_KEY_F23,
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F24 = GLFW_KEY_F24,
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F25 = GLFW_KEY_F25,
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KeyPad0 = GLFW_KEY_KP_0,
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KeyPad1 = GLFW_KEY_KP_1,
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KeyPad2 = GLFW_KEY_KP_2,
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KeyPad3 = GLFW_KEY_KP_3,
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KeyPad4 = GLFW_KEY_KP_4,
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KeyPad5 = GLFW_KEY_KP_5,
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KeyPad6 = GLFW_KEY_KP_6,
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KeyPad7 = GLFW_KEY_KP_7,
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KeyPad8 = GLFW_KEY_KP_8,
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KeyPad9 = GLFW_KEY_KP_9,
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KeyPadDecimal = GLFW_KEY_KP_DECIMAL,
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KeyPadDivide = GLFW_KEY_KP_DIVIDE,
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KeyPadMultiply = GLFW_KEY_KP_MULTIPLY,
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KeyPadSubtract = GLFW_KEY_KP_SUBTRACT,
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KeyPadAdd = GLFW_KEY_KP_ADD,
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KeyPadEnter = GLFW_KEY_KP_ENTER,
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KeyPadEqual = GLFW_KEY_KP_EQUAL,
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Menu = GLFW_KEY_MENU,
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};
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class Key {
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public:
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constexpr Key(Keys key) :m_key(static_cast<u32>(key)) { }
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auto operator<=>(const Key&) const = default;
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private:
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u32 m_key;
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};
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class Shortcut {
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public:
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Shortcut operator+(const Key &other) const {
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Shortcut result = *this;
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result.m_keys.insert(other);
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return result;
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}
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Shortcut& operator+=(const Key &other) {
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this->m_keys.insert(other);
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return *this;
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}
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bool operator<(const Shortcut &other) const {
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return this->m_keys < other.m_keys;
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}
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bool operator==(const Shortcut &other) const {
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return this->m_keys == other.m_keys;
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}
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private:
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friend Shortcut operator+(const Key &lhs, const Key &rhs);
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std::set<Key> m_keys;
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};
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inline Shortcut operator+(const Key &lhs, const Key &rhs) {
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Shortcut result;
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result.m_keys = { lhs, rhs };
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return result;
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}
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static constexpr auto CTRL = Key(static_cast<Keys>(0x1000'0000));
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static constexpr auto ALT = Key(static_cast<Keys>(0x2000'0000));
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static constexpr auto SHIFT = Key(static_cast<Keys>(0x3000'0000));
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static constexpr auto SUPER = Key(static_cast<Keys>(0x4000'0000));
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class ShortcutManager {
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public:
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static void addGlobalShortcut(const Shortcut &shortcut, const std::function<void()> &callback);
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static void addShortcut(View *view, const Shortcut &shortcut, const std::function<void()> &callback);
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static void process(View *currentView, bool ctrl, bool alt, bool shift, bool super, bool focused, u32 keyCode);
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};
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} |