mirror of
https://github.com/0ldsk00l/nestopia.git
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90 lines
1.9 KiB
C++
90 lines
1.9 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_SYSTEM_ACCELERATOR_H
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#define NST_SYSTEM_ACCELERATOR_H
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#pragma once
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#include "NstString.hpp"
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#include <windows.h>
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namespace Nestopia
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{
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namespace System
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{
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class Accelerator
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{
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public:
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typedef Collection::Vector<ACCEL> Entries;
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uint Size() const;
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void Set(const ACCEL*,uint);
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bool Get(Entries&) const;
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void Clear();
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static const HeapString GetKeyName(const ACCEL&);
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ACCEL operator [] (uint) const;
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private:
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struct CopyTable;
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ACCEL* Copy(CopyTable&) const;
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HACCEL handle;
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public:
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Accelerator()
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: handle(NULL) {}
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~Accelerator()
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{
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if (handle)
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::DestroyAcceleratorTable( handle );
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}
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bool Enabled() const
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{
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return handle;
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}
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bool Translate(MSG& msg) const
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{
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NST_ASSERT( handle );
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return ::TranslateAccelerator( msg.hwnd, handle, &msg );
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}
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void Set(Entries& entries)
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{
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Set( entries.Ptr(), entries.Size() );
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}
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};
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}
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}
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#endif
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