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111 lines
2.6 KiB
C++
111 lines
2.6 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; 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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#ifndef _actionmapper_
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#define _actionmapper_
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#include "Base.h"
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#include "ActionInput.h"
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class Event;
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class ActionMapper;
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#include "ActionSet.h"
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#include "Joystick.h"
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struct LegacyActionData;
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class ActionMapper
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{
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public:
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// funcs
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ActionMapper();
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virtual ~ActionMapper();
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// Overridden to react to events (both legacy and input-mapped)
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virtual void action(int actionID, int state, int playerID, InputDeviceType device) = 0;
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// Legacy actions -- binds keys directly to actions.
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// This bypasses the input mapper and checks for keys directly!
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void addAction(Event *event, unsigned k, int state = -1);
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void addAction(unsigned actionID, unsigned k);
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bool isActing(unsigned actionID) const;
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void clearActions();
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bool isInputEnabled() { return inputEnabled; }
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// vars
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typedef std::vector<LegacyActionData> ActionDataSet;
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ActionDataSet actionData;
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bool cleared;
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virtual void enableInput();
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virtual void disableInput();
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Event *addCreatedEvent(Event *event);
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void clearCreatedEvents();
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// called by InputMapper whenever stuff happens
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void recvAction(unsigned actionID, bool state, int playerID, InputDeviceType device);
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void recvDirectInput(unsigned k, bool state);
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protected:
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/*template<size_t N> void importInput(const NamedAction (&a)[N])
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{
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importInput(&a[0], N);
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}
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void importInput(const NamedAction *actions, size_t N);*/ // TODO controllerfixup: remove this everywhere
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std::vector<Event*> createdEvents;
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bool inputEnabled;
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void onUpdate (float dt);
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private:
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void updateDirectInput();
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void updateActions();
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LegacyActionData *getActionDataByID(int actionID);
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struct ActionUpdate
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{
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unsigned id;
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int playerID;
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bool state;
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InputDeviceType device;
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};
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std::vector<ActionUpdate> _actionChanges;
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std::vector<int> _inputChanges; // >0: pressed, <0: released
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bool inUpdate;
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std::vector<unsigned> _activeActions;
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};
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#endif
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