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Aquaria/BBGE/ActionMapper.h
fgenesis a043dd852f Major input handling improvements (#28):
- Support joystick hotplugging
- Support axes as buttons (means xbox360 shoulder triggers can be used as buttons)
- Show pretty joystick axis & button names if possible
- Tabify input actions UI
- Add 'mouse' column to input actions UI
- Allow to configure form hotkeys
- Allow ALL keys, get rid of internal key remapping
- SDL2: Use scancodes instead of keycodes since they are layout independent
- Allow extra mouse buttons (if present)
- Remove "lmbd" & "lmbu" actions in favor of "PrimaryAction" & "SecondaryAction"
  Makes the configuration less redundant and doesn't send each action twice,
  which happened if both were set to the same key.
- Fix Regressions from prev commits (menu not opening on Esc)

Still has a few minor bugs/issues that need to be fixed,
but pushing this now before the commit gets too large again.
2016-07-13 05:00:19 +02:00

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2.4 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.
*/
#ifndef _actionmapper_
#define _actionmapper_
#include "Base.h"
class Event;
class ActionMapper;
#include <map>
#include <list>
#include "ActionSet.h"
#include "Joystick.h"
typedef std::vector<int> ButtonList;
struct ActionData
{
ActionData() { id=-1; state=-1; event=0; }
int id, state;
Event *event;
ButtonList buttonList;
};
enum ActionButtonType
{
// must start at > 512 (SDL scancodes end there)
MOUSE_BUTTON_LEFT = 1000,
MOUSE_BUTTON_RIGHT = 1001,
MOUSE_BUTTON_MIDDLE = 1002,
MOUSE_BUTTON_EXTRA_START = 1003,
JOY_BUTTON_0 = 2000,
JOY_BUTTON_END = JOY_BUTTON_0 + MAX_JOYSTICK_BTN, // one past end
JOY_AXIS_0_POS = 3000,
JOY_AXIS_0_NEG = 3100,
JOY_AXIS_END_POS = JOY_AXIS_0_POS + MAX_JOYSTICK_AXIS,
JOY_AXIS_END_NEG = JOY_AXIS_0_NEG + MAX_JOYSTICK_AXIS,
};
class ActionMapper
{
public:
// funcs
ActionMapper();
virtual ~ActionMapper();
void addAction(Event *event, int k, int state=-1);
void addAction(int actionID, int k);
void removeAction(int actionID);
void removeAllActions();
bool isActing(int actionID);
virtual void action(int actionID, int state, int source) = 0;
void clearActions();
bool isInputEnabled() { return inputEnabled; }
// vars
typedef std::list<ActionData> ActionDataSet;
ActionDataSet actionData;
typedef std::map <int, int> KeyDownMap;
KeyDownMap keyDownMap;
bool cleared;
virtual void enableInput();
virtual void disableInput();
Event *addCreatedEvent(Event *event);
void clearCreatedEvents();
bool pollAction(int actionID);
bool getKeyState(int k);
ActionData *getActionDataByID(int actionID);
protected:
std::vector<Event*>createdEvents;
bool inUpdate;
bool inputEnabled;
void onUpdate (float dt);
};
#endif