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a252c3e058
A Shortcut can now be either have a keyboard key, or a mouse button, along with any modifiers. Decided to add an extra type field instead of subclassing, which means callers will have to be a little careful before accessing a particular input method's "key", but it keeps things simple for now.
45 lines
1.1 KiB
C++
45 lines
1.1 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2022, Geordie Hall <me@geordiehall.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/String.h>
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#include <AK/StringBuilder.h>
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#include <AK/Vector.h>
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#include <LibGUI/Shortcut.h>
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namespace GUI {
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String Shortcut::to_string() const
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{
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Vector<String, 8> parts;
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if (m_modifiers & Mod_Ctrl)
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parts.append("Ctrl");
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if (m_modifiers & Mod_Shift)
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parts.append("Shift");
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if (m_modifiers & Mod_Alt)
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parts.append("Alt");
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if (m_modifiers & Mod_Super)
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parts.append("Super");
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if (m_type == Type::Keyboard) {
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if (auto* key_name = key_code_to_string(m_keyboard_key))
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parts.append(key_name);
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else
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parts.append("(Invalid)");
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} else {
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if (m_mouse_button != MouseButton::None)
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parts.append(String::formatted("Mouse {}", mouse_button_to_string(m_mouse_button)));
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else
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parts.append("(Invalid)");
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}
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StringBuilder builder;
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builder.join('+', parts);
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return builder.to_string();
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}
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}
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