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Aquaria/BBGE/GameKeyNames.cpp

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#include "GameKeyNames.h"
#include "ActionStatus.h"
#include <stdio.h>
#include <map>
typedef std::map<std::string, int> InputCodeMap;
InputCodeMap inputCodeMap;
static std::string keyNames[KEY_MAXARRAY];
static void initInputCodeMap()
{
#define K(k)inputCodeMap[#k] = k;
K(KEY_A)
K(KEY_B)
K(KEY_C)
K(KEY_D)
K(KEY_E)
K(KEY_F)
K(KEY_G)
K(KEY_H)
K(KEY_I)
K(KEY_J)
K(KEY_K)
K(KEY_L)
K(KEY_M)
K(KEY_N)
K(KEY_O)
K(KEY_P)
K(KEY_Q)
K(KEY_R)
K(KEY_S)
K(KEY_T)
K(KEY_U)
K(KEY_V)
K(KEY_W)
K(KEY_X)
K(KEY_Y)
K(KEY_Z)
K(KEY_1)
K(KEY_2)
K(KEY_3)
K(KEY_4)
K(KEY_5)
K(KEY_6)
K(KEY_7)
K(KEY_8)
K(KEY_9)
K(KEY_0)
K(KEY_NUMPAD1)
K(KEY_NUMPAD2)
K(KEY_NUMPAD3)
K(KEY_NUMPAD4)
K(KEY_NUMPAD5)
K(KEY_NUMPAD6)
K(KEY_NUMPAD7)
K(KEY_NUMPAD8)
K(KEY_NUMPAD9)
K(KEY_NUMPAD0)
K(KEY_F1)
K(KEY_F2)
K(KEY_F3)
K(KEY_F4)
K(KEY_F5)
K(KEY_F6)
K(KEY_F7)
K(KEY_F8)
K(KEY_F9)
K(KEY_F10)
K(KEY_F11)
K(KEY_F12)
K(KEY_LEFT)
K(KEY_RIGHT)
K(KEY_UP)
K(KEY_DOWN)
K(KEY_SPACE)
K(KEY_LCONTROL)
K(KEY_RCONTROL)
K(KEY_LSHIFT)
K(KEY_RSHIFT)
K(KEY_LMETA)
K(KEY_RMETA)
K(KEY_LALT)
K(KEY_RALT)
K(KEY_RETURN)
K(KEY_TAB)
K(KEY_ESCAPE)
K(KEY_SPACE)
K(KEY_BACKSPACE)
K(KEY_NUMPADMINUS)
K(KEY_NUMPADPERIOD)
K(KEY_NUMPADPLUS)
K(KEY_NUMPADSLASH)
K(KEY_NUMPADSTAR)
K(KEY_PGDN)
K(KEY_PGUP)
K(KEY_APOSTROPHE)
K(KEY_EQUALS)
K(KEY_SEMICOLON)
K(KEY_LBRACKET)
K(KEY_RBRACKET)
K(KEY_TILDE)
K(MOUSE_BUTTON_LEFT)
K(MOUSE_BUTTON_RIGHT)
K(MOUSE_BUTTON_MIDDLE)
#undef K
for (int jb = JOY_BUTTON_0; jb < JOY_BUTTON_END; jb++)
{
char buf[32];
sprintf(buf, "JOY_BUTTON_%d", jb - JOY_BUTTON_0);
inputCodeMap[buf] = jb;
}
// ----------------------
// Can just use pointers to the strings in the map; they'll stay where they are in memory
for(InputCodeMap::iterator it = inputCodeMap.begin(); it != inputCodeMap.end(); ++it)
keyNames[it->second] = it->first;
}
int getInputCodeFromKeyName(const char *name)
{
return inputCodeMap[name];
}
const std::string& getKeyNameFromInputCode(int k)
{
return keyNames[k];
}
struct KeyNameInitializer
{
KeyNameInitializer() { initInputCodeMap(); }
};
static KeyNameInitializer s_kinit;