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Aquaria/BBGE/ActionStatus.h
fgenesis 2c2153de9d Add MOUSE_BUTTON_REAL_* mapping IDs because sometimes we need to handle unmapped mouse buttons
One such case is the editor; if Ctrl was mapped to RMB then rotating
tiles in 45° increment mode is impossible
(since the editor checks for Ctrl to enable increment mode,
and it did the wrong thing when releasing "both" at the same time)
2024-09-22 02:36:18 +02:00

83 lines
2.2 KiB
C++

#ifndef ACTIONSTATUS_H
#define ACTIONSTATUS_H
#include "GameKeys.h"
#include "Joystick.h"
class ActionSet;
const unsigned mouseExtraButtons = 8;
// *_END is non-inclusive!
enum ActionButtonType
{
// Only concerns real mouse buttons, not whatever is mapped to "left mouse"
MOUSE_BUTTON_REAL_LEFT = KEY_MAXARRAY + 1,
MOUSE_BUTTON_REAL_RIGHT,
MOUSE_BUTTON_REAL_MIDDLE,
MOUSE_BUTTON_LEFT,
MOUSE_BUTTON_RIGHT,
MOUSE_BUTTON_MIDDLE,
MOUSE_BUTTON_EXTRA_START,
MOUSE_BUTTON_EXTRA_END = MOUSE_BUTTON_EXTRA_START + mouseExtraButtons,
// maps to whatever is configured as the primary joystick x/y axes
JOY_STICK_LEFT = MOUSE_BUTTON_EXTRA_END,
JOY_STICK_RIGHT,
JOY_STICK_UP,
JOY_STICK_DOWN,
INTERNALLY_USED_ACTION_BUTTONS_END, // Engine needs anything above this for handling inputs properly
JOY_BUTTON_0 = INTERNALLY_USED_ACTION_BUTTONS_END,
JOY_BUTTON_END = JOY_BUTTON_0 + MAX_JOYSTICK_BTN,
JOY_AXIS_0_POS = JOY_BUTTON_END,
JOY_AXIS_END_POS = JOY_AXIS_0_POS + MAX_JOYSTICK_AXIS,
JOY_AXIS_0_NEG = JOY_AXIS_END_POS,
JOY_AXIS_END_NEG = JOY_AXIS_0_NEG + MAX_JOYSTICK_AXIS,
JOY_HAT_BEGIN = JOY_AXIS_END_NEG,
JOY_HAT_0_LEFT = JOY_HAT_BEGIN,
JOY_HAT_END_LEFT = JOY_HAT_0_LEFT + MAX_JOYSTICK_HATS,
JOY_HAT_0_RIGHT = JOY_HAT_END_LEFT,
JOY_HAT_END_RIGHT = JOY_HAT_0_RIGHT + MAX_JOYSTICK_HATS,
JOY_HAT_0_UP = JOY_HAT_END_RIGHT,
JOY_HAT_END_UP = JOY_HAT_0_UP + MAX_JOYSTICK_HATS,
JOY_HAT_0_DOWN = JOY_HAT_END_UP,
JOY_HAT_END_DOWN = JOY_HAT_0_DOWN + MAX_JOYSTICK_HATS,
JOY_HAT_END = JOY_HAT_END_DOWN,
ACTION_BUTTON_ENUM_SIZE = JOY_HAT_END
};
ActionButtonType joyHatToActionButton(unsigned hatID, JoyHatDirection dir);
class ActionButtonStatus
{
public:
ActionButtonStatus();
void update();
inline bool getKeyState(int k) const { return !!status[k]; }
inline bool isKeyChanged(int k) { return !!changed[k]; }
void import(const ActionSet& as);
void importQuery(const int *pKeys, size_t num);
inline const std::vector<int>& getToQuery() const {return toQuery; }
inline int getJoystickID() const { return joystickID; }
private:
void _queryAllStatus();
bool _queryStatus(int k) const;
int joystickID;
unsigned char status[ACTION_BUTTON_ENUM_SIZE];
unsigned char changed[ACTION_BUTTON_ENUM_SIZE];
std::vector<int> toQuery;
};
#endif