mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-26 06:35:51 +00:00
216 lines
4.9 KiB
C++
216 lines
4.9 KiB
C++
/*
|
|
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;
|
|
}
|
|
|
|
//void ActionSet::loadAction(const std::string &name, int inputCode, InputSetType set)
|
|
//{
|
|
// ActionInput *a = getActionInputByName(name);
|
|
// if (!a)
|
|
// {
|
|
// ActionInput newa;
|
|
// newa.name = name;
|
|
// inputSet.push_back(newa);
|
|
// a = getActionInputByName(name);
|
|
//
|
|
// if (!a) return;
|
|
// }
|
|
//
|
|
// switch(set)
|
|
// {
|
|
// case INPUTSET_KEY:
|
|
// a->keyCodes.push_back(inputCode);
|
|
// break;
|
|
// case INPUTSET_JOY:
|
|
// a->joyCodes.push_back(inputCode);
|
|
// break;
|
|
// case INPUTSET_MOUSE:
|
|
// a->mouseCodes.push_back(inputCode);
|
|
// break;
|
|
// case INPUTSET_GENERAL:
|
|
// default:
|
|
// a->inputCodes.push_back(inputCode);
|
|
// break;
|
|
// }
|
|
//}
|
|
//
|
|
//void ActionSet::loadAction(const std::string &name, const std::vector<int> &inputCodes, InputSetType set)
|
|
//{
|
|
//
|
|
// ActionInput *a = getActionInputByName(name);
|
|
// if (!a)
|
|
// {
|
|
// ActionInput newa;
|
|
// newa.name = name;
|
|
// inputSet.push_back(newa);
|
|
// a = getActionInputByName(name);
|
|
//
|
|
// if (!a) return;
|
|
// }
|
|
//
|
|
// switch(set)
|
|
// {
|
|
// case INPUTSET_KEY:
|
|
// a->keyCodes = inputCodes;
|
|
// break;
|
|
// case INPUTSET_JOY:
|
|
// a->joyCodes = inputCodes;
|
|
// break;
|
|
// case INPUTSET_MOUSE:
|
|
// a->mouseCodes = inputCodes;
|
|
// break;
|
|
// case INPUTSET_GENERAL:
|
|
// default:
|
|
// a->inputCodes = inputCodes;
|
|
// break;
|
|
// }
|
|
//}
|
|
|
|
void ActionSet::importAction(ActionMapper *mapper, const std::string &name, int actionID)
|
|
{
|
|
if (!mapper) return;
|
|
|
|
for (int 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 (int 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;
|
|
|
|
int start = str.find('{');
|
|
int 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());
|
|
|
|
//{ToggleHelp:k0}
|
|
int thing = code.find(':');
|
|
std::string input = code.substr(0, thing);
|
|
std::string button = code.substr(thing+1, code.size());
|
|
|
|
char buttonType;
|
|
int buttonNum;
|
|
|
|
std::istringstream is(button);
|
|
is >> buttonType >> buttonNum;
|
|
|
|
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;
|
|
}
|
|
|
|
std::string part2 = getInputCodeToUserString(inputCode);
|
|
return part1 + part2 + part3;
|
|
}
|
|
|