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/*
* Copyright (C) 2017-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
/*!
* \brief Customizes the environment in which keymapping is performed
*
* By overriding GetWindowID() and GetFallthrough(), an agent can customize
* the behavior of the keymap by forcing a window and preventing the use of
* a fallback window, respectively.
*
* An agent can also inform the keymap that it isn't accepting input currently,
* allowing the input to fall through to the next input handler.
*/
class IKeymapEnvironment
{
public:
virtual ~IKeymapEnvironment() = default;
/*!
* \brief Get the window ID for which actions should be translated
*
* \return The window ID
*/
virtual int GetWindowID() const = 0;
/*!
* \brief Set the window ID
*
* \param The window ID, used for translating actions
*/
virtual void SetWindowID(int windowId) = 0;
/*!
* \brief Get the fallthrough window to when a key definition is missing
*
* \param windowId The window ID
*
* \return The window ID, or -1 for no fallthrough
*/
virtual int GetFallthrough(int windowId) const = 0;
/*!
* \brief Specify if the global keymap should be used when the window and
* fallback window are undefined
*/
virtual bool UseGlobalFallthrough() const = 0;
/*!
* \brief Specify if the agent should monitor for easter egg presses
*/
virtual bool UseEasterEgg() const = 0;
};
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