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Aquaria/BBGE/ActionSet.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "ActionSet.h"
#include "Core.h"
void ActionSet::clearActions()
{
inputSet.clear();
}
ActionInput *ActionSet::getActionInputByName(const std::string &name)
{
for (ActionInputSet::iterator i = inputSet.begin(); i != inputSet.end(); i++)
{
if (nocasecmp((*i).name, name) == 0)
{
return &(*i);
}
}
return 0;
}
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void ActionSet::importAction(ActionMapper *mapper, const std::string &name, int actionID)
{
if (!mapper) return;
for (size_t i = 0; i < inputSet.size(); i++)
{
ActionInput *actionInput = &inputSet[i];
if (actionInput->name == name)
{
for (int i = 0; i < INP_MSESIZE; i++)
if (actionInput->mse[i])
mapper->addAction(actionID, actionInput->mse[i]);
for (int i = 0; i < INP_KEYSIZE; i++)
if (actionInput->key[i])
mapper->addAction(actionID, actionInput->key[i]);
for (int i = 0; i < INP_JOYSIZE; i++)
if (actionInput->joy[i])
mapper->addAction(actionID, actionInput->joy[i]);
return;
}
}
}
void ActionSet::importAction(ActionMapper *mapper, const std::string &name, Event *event, int state)
{
if (!mapper) return;
for (size_t i = 0; i < inputSet.size(); i++)
{
ActionInput *actionInput = &inputSet[i];
if (actionInput->name == name)
{
for (int i = 0; i < INP_MSESIZE; i++)
if (actionInput->mse[i])
mapper->addAction(event, actionInput->mse[i], state);
for (int i = 0; i < INP_KEYSIZE; i++)
if (actionInput->key[i])
mapper->addAction(event, actionInput->key[i], state);
for (int i = 0; i < INP_JOYSIZE; i++)
if (actionInput->joy[i])
mapper->addAction(event, actionInput->joy[i], state);
return;
}
}
}
ActionInput *ActionSet::addActionInput(const std::string &name)
{
ActionInput *a = getActionInputByName(name);
if (!a)
{
ActionInput newa;
newa.name = name;
inputSet.push_back(newa);
a = getActionInputByName(name);
if (!a) return 0;
}
return a;
}
std::string ActionSet::insertInputIntoString(const std::string &string)
{
std::string str = string;
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size_t start = str.find('{');
size_t end = str.find('}');
if (start == std::string::npos || end == std::string::npos)
return string;
std::string code = str.substr(start+1, end - start);
stringToLower(code);
std::string part1 = str.substr(0, start);
std::string part3 = str.substr(end+1, str.size());
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int thing = code.find(':');
std::string input = code.substr(0, thing);
std::string button = code.substr(thing+1, code.size());
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char buttonType;
int buttonNum;
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std::istringstream is(button);
is >> buttonType >> buttonNum;
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ActionInput *actionInput=0;
actionInput = getActionInputByName(input);
if (!actionInput)
{
// don't have that input, bail
return string;
}
int inputCode=0;
switch(buttonType)
{
case 'k':
inputCode = actionInput->key[buttonNum];
break;
case 'j':
inputCode = actionInput->joy[buttonNum];
break;
case 'm':
inputCode = actionInput->mse[buttonNum];
break;
}
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std::string part2 = getInputCodeToUserString(inputCode);
return part1 + part2 + part3;
}