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KeyPressMappingSet Class Reference

Manages and edits a list of keypresses, which it uses to invoke the appropriate command in an ApplicationCommandManager. More...

#include <juce_KeyPressMappingSet.h>

Inheritance diagram for KeyPressMappingSet:

Public Member Functions

 KeyPressMappingSet (ApplicationCommandManager &)
 Creates a KeyPressMappingSet for a given command manager.
 
 KeyPressMappingSet (const KeyPressMappingSet &)
 Creates an copy of a KeyPressMappingSet.
 
 ~KeyPressMappingSet () override
 Destructor.
 
ApplicationCommandManagergetCommandManager () const noexcept
 
Array< KeyPressgetKeyPressesAssignedToCommand (CommandID commandID) const
 Returns a list of keypresses that are assigned to a particular command.
 
void addKeyPress (CommandID commandID, const KeyPress &newKeyPress, int insertIndex=-1)
 Assigns a keypress to a command.
 
void resetToDefaultMappings ()
 Reset all mappings to the defaults, as dictated by the ApplicationCommandManager.
 
void resetToDefaultMapping (CommandID commandID)
 Resets all key-mappings to the defaults for a particular command.
 
void clearAllKeyPresses ()
 Removes all keypresses that are assigned to any commands.
 
void clearAllKeyPresses (CommandID commandID)
 Removes all keypresses that are assigned to a particular command.
 
void removeKeyPress (CommandID commandID, int keyPressIndex)
 Removes one of the keypresses that are assigned to a command.
 
void removeKeyPress (const KeyPress &keypress)
 Removes a keypress from any command that it may be assigned to.
 
bool containsMapping (CommandID commandID, const KeyPress &keyPress) const noexcept
 Returns true if the given command is linked to this key.
 
CommandID findCommandForKeyPress (const KeyPress &keyPress) const noexcept
 Looks for a command that corresponds to a keypress.
 
bool restoreFromXml (const XmlElement &xmlVersion)
 Tries to recreate the mappings from a previously stored state.
 
std::unique_ptr< XmlElementcreateXml (bool saveDifferencesFromDefaultSet) const
 Creates an XML representation of the current mappings.
 
bool keyPressed (const KeyPress &, Component *) override
 Called to indicate that a key has been pressed.
 
bool keyStateChanged (bool isKeyDown, Component *) override
 Called when any key is pressed or released.
 
void globalFocusChanged (Component *) override
 Callback to indicate that the currently focused component has changed.
 
- Public Member Functions inherited from KeyListener
virtual ~KeyListener ()=default
 Destructor.
 
- Public Member Functions inherited from ChangeBroadcaster
 ChangeBroadcaster () noexcept
 Creates an ChangeBroadcaster.
 
virtual ~ChangeBroadcaster ()
 Destructor.
 
void addChangeListener (ChangeListener *listener)
 Registers a listener to receive change callbacks from this broadcaster.
 
void removeChangeListener (ChangeListener *listener)
 Unregisters a listener from the list.
 
void removeAllChangeListeners ()
 Removes all listeners from the list.
 
void sendChangeMessage ()
 Causes an asynchronous change message to be sent to all the registered listeners.
 
void sendSynchronousChangeMessage ()
 Sends a synchronous change message to all the registered listeners.
 
void dispatchPendingMessages ()
 If a change message has been sent but not yet dispatched, this will call sendSynchronousChangeMessage() to make the callback immediately.
 

Detailed Description

Manages and edits a list of keypresses, which it uses to invoke the appropriate command in an ApplicationCommandManager.

Normally, you won't actually create a KeyPressMappingSet directly, because each ApplicationCommandManager contains its own KeyPressMappingSet, so typically you'd create yourself an ApplicationCommandManager, and call its ApplicationCommandManager::getKeyMappings() method to get a pointer to its KeyPressMappingSet.

For one of these to actually use keypresses, you'll need to add it as a KeyListener to the top-level component for which you want to handle keystrokes. So for example:

class MyMainWindow : public Component
{
ApplicationCommandManager* myCommandManager;
public:
MyMainWindow()
{
myCommandManager = new ApplicationCommandManager();
// first, make sure the command manager has registered all the commands that its
// targets can perform..
myCommandManager->registerAllCommandsForTarget (myCommandTarget1);
myCommandManager->registerAllCommandsForTarget (myCommandTarget2);
// this will use the command manager to initialise the KeyPressMappingSet with
// the default keypresses that were specified when the targets added their commands
// to the manager.
myCommandManager->getKeyMappings()->resetToDefaultMappings();
// having set up the default key-mappings, you might now want to load the last set
// of mappings that the user configured.
myCommandManager->getKeyMappings()->restoreFromXml (lastSavedKeyMappingsXML);
// Now tell our top-level window to send any keypresses that arrive to the
// KeyPressMappingSet, which will use them to invoke the appropriate commands.
addKeyListener (myCommandManager->getKeyMappings());
}
...
}
One of these objects holds a list of all the commands your app can perform, and despatches these comm...
Definition juce_ApplicationCommandManager.h:100
void registerAllCommandsForTarget(ApplicationCommandTarget *target)
Adds all the commands that this target publishes to the manager's list.
KeyPressMappingSet * getKeyMappings() const noexcept
Returns the manager's internal set of key mappings.
Definition juce_ApplicationCommandManager.h:214
The base class for all JUCE user-interface objects.
Definition juce_Component.h:48
void resetToDefaultMappings()
Reset all mappings to the defaults, as dictated by the ApplicationCommandManager.
bool restoreFromXml(const XmlElement &xmlVersion)
Tries to recreate the mappings from a previously stored state.

KeyPressMappingSet derives from ChangeBroadcaster so that interested parties can register to be told when a command or mapping is added, removed, etc.

There's also a UI component called KeyMappingEditorComponent that can be used to easily edit the key mappings.

See also
Component::addKeyListener(), KeyMappingEditorComponent, ApplicationCommandManager

Constructor & Destructor Documentation

◆ KeyPressMappingSet() [1/2]

KeyPressMappingSet::KeyPressMappingSet ( ApplicationCommandManager & )
explicit

Creates a KeyPressMappingSet for a given command manager.

Normally, you won't actually create a KeyPressMappingSet directly, because each ApplicationCommandManager contains its own KeyPressMappingSet, so the best thing to do is to create your ApplicationCommandManager, and use the ApplicationCommandManager::getKeyMappings() method to access its mappings.

When a suitable keypress happens, the manager's invoke() method will be used to invoke the appropriate command.

See also
ApplicationCommandManager

◆ KeyPressMappingSet() [2/2]

KeyPressMappingSet::KeyPressMappingSet ( const KeyPressMappingSet & )

Creates an copy of a KeyPressMappingSet.

◆ ~KeyPressMappingSet()

KeyPressMappingSet::~KeyPressMappingSet ( )
override

Destructor.

Member Function Documentation

◆ getCommandManager()

ApplicationCommandManager & KeyPressMappingSet::getCommandManager ( ) const
noexcept

◆ getKeyPressesAssignedToCommand()

Array< KeyPress > KeyPressMappingSet::getKeyPressesAssignedToCommand ( CommandID commandID) const

Returns a list of keypresses that are assigned to a particular command.

Parameters
commandIDthe command's ID

◆ addKeyPress()

void KeyPressMappingSet::addKeyPress ( CommandID commandID,
const KeyPress & newKeyPress,
int insertIndex = -1 )

Assigns a keypress to a command.

If the keypress is already assigned to a different command, it will first be removed from that command, to avoid it triggering multiple functions.

Parameters
commandIDthe ID of the command that you want to add a keypress to. If this is 0, the keypress will be removed from anything that it was previously assigned to, but not re-assigned
newKeyPressthe new key-press
insertIndexif this is less than zero, the key will be appended to the end of the list of keypresses; otherwise the new keypress will be inserted into the existing list at this index

◆ resetToDefaultMappings()

void KeyPressMappingSet::resetToDefaultMappings ( )

Reset all mappings to the defaults, as dictated by the ApplicationCommandManager.

See also
resetToDefaultMapping

◆ resetToDefaultMapping()

void KeyPressMappingSet::resetToDefaultMapping ( CommandID commandID)

Resets all key-mappings to the defaults for a particular command.

See also
resetToDefaultMappings

◆ clearAllKeyPresses() [1/2]

void KeyPressMappingSet::clearAllKeyPresses ( )

Removes all keypresses that are assigned to any commands.

◆ clearAllKeyPresses() [2/2]

void KeyPressMappingSet::clearAllKeyPresses ( CommandID commandID)

Removes all keypresses that are assigned to a particular command.

◆ removeKeyPress() [1/2]

void KeyPressMappingSet::removeKeyPress ( CommandID commandID,
int keyPressIndex )

Removes one of the keypresses that are assigned to a command.

See the getKeyPressesAssignedToCommand() for the list of keypresses to which the keyPressIndex refers.

◆ removeKeyPress() [2/2]

void KeyPressMappingSet::removeKeyPress ( const KeyPress & keypress)

Removes a keypress from any command that it may be assigned to.

◆ containsMapping()

bool KeyPressMappingSet::containsMapping ( CommandID commandID,
const KeyPress & keyPress ) const
noexcept

Returns true if the given command is linked to this key.

◆ findCommandForKeyPress()

CommandID KeyPressMappingSet::findCommandForKeyPress ( const KeyPress & keyPress) const
noexcept

Looks for a command that corresponds to a keypress.

Returns
the UID of the command or 0 if none was found

◆ restoreFromXml()

bool KeyPressMappingSet::restoreFromXml ( const XmlElement & xmlVersion)

Tries to recreate the mappings from a previously stored state.

The XML passed in must have been created by the createXml() method.

If the stored state makes any reference to commands that aren't currently available, these will be ignored.

If the set of mappings being loaded was a set of differences (using createXml (true)), then this will call resetToDefaultMappings() and then merge the saved mappings on top. If the saved set was created with createXml (false), then this method will first clear all existing mappings and load the saved ones as a complete set.

Returns
true if it manages to load the XML correctly
See also
createXml

◆ createXml()

std::unique_ptr< XmlElement > KeyPressMappingSet::createXml ( bool saveDifferencesFromDefaultSet) const

Creates an XML representation of the current mappings.

This will produce a lump of XML that can be later reloaded using restoreFromXml() to recreate the current mapping state.

Parameters
saveDifferencesFromDefaultSetif this is false, then all keypresses will be saved into the XML. If it's true, then the XML will only store the differences between the current mappings and the default mappings you'd get from calling resetToDefaultMappings(). The advantage of saving a set of differences from the default is that if you change the default mappings (in a new version of your app, for example), then these will be merged into a user's saved preferences.
See also
restoreFromXml

◆ keyPressed()

bool KeyPressMappingSet::keyPressed ( const KeyPress & key,
Component * originatingComponent )
overridevirtual

Called to indicate that a key has been pressed.

If your implementation returns true, then the key event is considered to have been consumed, and will not be passed on to any other components. If it returns false, then the key will be passed to other components that might want to use it.

Parameters
keythe keystroke, including modifier keys
originatingComponentthe component that received the key event
See also
keyStateChanged, Component::keyPressed

Implements KeyListener.

◆ keyStateChanged()

bool KeyPressMappingSet::keyStateChanged ( bool isKeyDown,
Component * originatingComponent )
overridevirtual

Called when any key is pressed or released.

When this is called, classes that might be interested in the state of one or more keys can use KeyPress::isKeyCurrentlyDown() to check whether their key has changed.

If your implementation returns true, then the key event is considered to have been consumed, and will not be passed on to any other components. If it returns false, then the key will be passed to other components that might want to use it.

Parameters
originatingComponentthe component that received the key event
isKeyDowntrue if a key is being pressed, false if one is being released
See also
KeyPress, Component::keyStateChanged

Reimplemented from KeyListener.

◆ globalFocusChanged()

void KeyPressMappingSet::globalFocusChanged ( Component * focusedComponent)
overridevirtual

Callback to indicate that the currently focused component has changed.

Implements FocusChangeListener.


The documentation for this class was generated from the following file:
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