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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
//=============================================================================
// Author: Arvind
// Purpose: Cursor class
//=============================================================================
#include "graphics/cursorman.h"
#include "graphics/managed_surface.h"
#include "crab/crab.h"
#include "crab/input/cursor.h"
namespace Crab {
using namespace pyrodactyl::input;
//------------------------------------------------------------------------
// Purpose: Reset all values
//------------------------------------------------------------------------
void Cursor::reset() {
_motion.x = 0;
_motion.y = 0;
_button.x = 0;
_button.y = 0;
_rel.x = 0;
_rel.y = 0;
// set to -1, so its set to 0 on first update
_state = -1;
}
//------------------------------------------------------------------------
// Purpose: Reset all values
//------------------------------------------------------------------------
void Cursor::load(rapidxml::xml_node<char> *node) {
if (nodeValid("normal", node)) {
rapidxml::xml_node<char> *nornode = node->first_node("normal");
_img.load(nornode, "img");
_imgS.load(nornode, "img_s");
}
if (nodeValid("hover", node)) {
rapidxml::xml_node<char> *hovnode = node->first_node("hover");
_imgHover.load(hovnode, "img");
_imgHoverS.load(hovnode, "img_s");
if (nodeValid("offset", hovnode))
_hoverOffset.load(hovnode->first_node("offset"));
}
}
//------------------------------------------------------------------------
// Purpose: Handle Events
//------------------------------------------------------------------------
void Cursor::handleEvents(const Common::Event &event) {
g_engine->_mouse->_hover = false;
if (event.type == Common::EVENT_MOUSEMOVE) {
_motion.x = event.mouse.x;
_motion.y = event.mouse.y;
_rel.x = event.relMouse.x;
_rel.y = event.relMouse.y;
} else if (event.type == Common::EVENT_LBUTTONDOWN) {
_pressed = true;
_button.x = event.mouse.x;
_button.y = event.mouse.y;
} else if (event.type == Common::EVENT_LBUTTONUP) {
_pressed = false;
_button.x = event.mouse.x;
_button.y = event.mouse.y;
}
}
//------------------------------------------------------------------------
// Purpose: Draw
//------------------------------------------------------------------------
void Cursor::draw() {
uint8 oldState = _state;
_state = (_hover ? 1 : 0) | (_pressed << 1);
if (_state != oldState) {
if (_hover) {
if (_pressed)
CursorMan.replaceCursor(_imgHoverS._texture->rawSurface(), 0, 0, 0);
else
CursorMan.replaceCursor(_imgHover._texture->rawSurface(), 0, 0, 0);
} else {
if (_pressed)
CursorMan.replaceCursor(_imgS._texture->rawSurface(), 0, 0, 0);
else
CursorMan.replaceCursor(_img._texture->rawSurface(), 0, 0, 0);
}
}
}
} // End of namespace Crab

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
//=============================================================================
// Author: Arvind
// Purpose: Cursor object
//=============================================================================
#ifndef CRAB_CURSOR_H
#define CRAB_CURSOR_H
#include "common/events.h"
#include "crab/vectors.h"
#include "crab/image/Image.h"
namespace Crab {
namespace pyrodactyl {
namespace input {
class Cursor {
// Mouse images
pyrodactyl::image::Image _img, _imgS, _imgHover, _imgHoverS;
// The hover mouse cursor is drawn at a slight offset to the normal cursor
Vector2i _hoverOffset;
// Mouse image changes slightly if left click button is pressed
bool _pressed;
int8 _state;
public:
// Various coordinates
Vector2i _motion, _button, _rel;
// Is the mouse inside the HUD? Used to disable level mouse movement if true
bool _insideHud;
// Was the last click on an NPC?
bool _hover;
Cursor() {
_pressed = false;
_insideHud = false;
_hover = false;
reset();
}
~Cursor() {}
void quit() {
_img.deleteImage();
_imgS.deleteImage();
_imgHover.deleteImage();
_imgHoverS.deleteImage();
}
void reset();
void load(rapidxml::xml_node<char> *node);
void handleEvents(const Common::Event &event);
void draw();
bool pressed() {
return _pressed;
}
};
} // End of namespace input
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_CURSOR_H

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/crab.h"
#include "crab/loaders.h"
#include "crab/input/fightinput.h"
namespace Crab {
using namespace pyrodactyl::input;
void FightInput::load(rapidxml::xml_node<char> *node) {
loadEnum(_type, "type", node);
loadNum(_state, "state", node);
}
FightAnimationType FightInput::handleEvents(const Common::Event &event) {
if (g_engine->_inputManager->state(IG_ATTACK))
return FA_ATTACK;
else if (g_engine->_inputManager->state(IG_BLOCK))
return FA_BLOCK;
return FA_IDLE;
}
} // End of namespace Crab

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_FIGHTINPUT_H
#define CRAB_FIGHTINPUT_H
#include "crab/input/input.h"
#include "crab/rapidxml/rapidxml.hpp"
namespace Crab {
namespace pyrodactyl {
namespace input {
// The animations a sprite can play
enum FightAnimationType {
// Idle state, you can launch new moves from this state only
// You return to this state once a move animation is done
FA_IDLE,
// The moves a sprite can do
FA_ATTACK,
FA_BLOCK,
// The hurt animation
FA_HURT,
// The death animation
FA_DEAD
};
// The input necessary to launch a move
struct FightInput {
// The state needed to execute this move
FightAnimationType _type;
// The sprite state, used to have different moves trigger from the same move
uint _state;
FightInput() {
reset();
}
void reset() {
_type = FA_IDLE;
_state = 0;
}
bool operator==(const FightInput &input) {
return _type == input._type && _state == input._state;
}
bool idle() {
return _type == FA_IDLE;
}
void load(rapidxml::xml_node<char> *node);
FightAnimationType handleEvents(const Common::Event &event);
};
} // End of namespace input
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_FIGHTINPUT_H

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/crab.h"
#include "crab/loaders.h"
#include "crab/input/hotkey.h"
namespace Crab {
using namespace pyrodactyl::input;
void HotKey::load(rapidxml::xml_node<char> *node) {
loadEnum(_input, "input", node);
_name = g_engine->_inputManager->getAssociatedKey(_input);
}
bool HotKey::handleEvents(const Common::Event &event) {
if (_input > IT_NONE && _input < IT_TOTAL) {
return g_engine->_inputManager->state(_input);
}
return false;
}
const char *HotKey::name() {
return _name.c_str();
}
} // End of namespace Crab

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_HOTKEY_H
#define CRAB_HOTKEY_H
#include "crab/crab.h"
#include "crab/input/input.h"
#include "crab/rapidxml/rapidxml.hpp"
namespace Crab {
namespace pyrodactyl {
namespace input {
// This class is built to integrate the input check for hotkeys bound to buttons
class HotKey {
// The type of input the hotkey is checking for
InputType _input;
// Has the key been pressed?
bool _keydown;
// Description of the key associated with the Input
Common::String _name;
public:
HotKey() {
_input = IT_NONE;
_keydown = false;
}
void set(const InputType &val) {
_input = val;
_name = g_engine->_inputManager->getAssociatedKey(_input);
}
const char *name();
void load(rapidxml::xml_node<char> *node);
bool handleEvents(const Common::Event &event);
};
} // End of namespace input
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_HOTKEY_H

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "common/system.h"
#include "common/translation.h"
#include "crab/crab.h"
#include "crab/loaders.h"
#include "crab/XMLDoc.h"
#include "crab/input/input.h"
namespace Crab {
using namespace pyrodactyl::input;
//------------------------------------------------------------------------
// Purpose: Return pressed/depressed state of key
//------------------------------------------------------------------------
bool InputManager::state(const InputType &val) {
return _ivState[val];
}
void InputManager::populateKeyTable() {
for (uint type = IG_START; type < IT_TOTAL; type++) {
_keyDescs[type] = '\0';
}
setKeyBindingMode(KBM_GAME);
for (uint i = IG_START; i < IG_SIZE + IG_START; i++) {
getAssociatedKey((InputType)i);
}
setKeyBindingMode(KBM_UI);
for (uint i = IU_START; i < IU_SIZE + IU_START; i++) {
getAssociatedKey((InputType)i);
}
}
Common::String InputManager::getAssociatedKey(const InputType &type) {
// Return cached copy if available
if (_keyDescs[type].size() > 0)
return _keyDescs[type];
Common::KeymapArray keymapArr = g_system->getEventManager()->getKeymapper()->getKeymaps();
for(Common::Keymap *keymap : keymapArr) {
if (keymap->getType() != Common::Keymap::kKeymapTypeGame)
continue;
const Common::Keymap::ActionArray actions = keymap->getActions();
for (Common::Action *action : actions) {
if ((int)action->event.customType == type) {
_keyDescs[type] = Common::String(keymap->getActionMapping(action)[0].description);
_keyDescs[type].toUppercase();
_iv[type] = Common::String(action->description);
break;
}
}
}
return _keyDescs[type];
}
Common::Keymap* InputManager::getDefaultKeyMapsForGame() {
using namespace Common;
Keymap *keymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-Game", "Keymappings for Game");
Action *act;
act = new Action(kStandardActionMoveUp, _("Up"));
act->setCustomEngineActionEvent(IG_UP);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
keymap->addAction(act);
act = new Action(kStandardActionMoveDown, _("Down"));
act->setCustomEngineActionEvent(IG_DOWN);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
keymap->addAction(act);
act = new Action(kStandardActionMoveLeft, _("Left"));
act->setCustomEngineActionEvent(IG_LEFT);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
keymap->addAction(act);
act = new Action(kStandardActionMoveRight, _("Right"));
act->setCustomEngineActionEvent(IG_RIGHT);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
keymap->addAction(act);
act = new Action("TALK", _("Talk / Interact"));
act->setCustomEngineActionEvent(IG_TALK);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("JOY_A");
keymap->addAction(act);
act = new Action("ATTACK", _("Attack"));
act->setCustomEngineActionEvent(IG_ATTACK);
act->addDefaultInputMapping("z");
keymap->addAction(act);
act = new Action("BLOCK", _("Block"));
act->setCustomEngineActionEvent(IG_BLOCK);
act->addDefaultInputMapping("x");
keymap->addAction(act);
return keymap;
}
Common::Keymap* InputManager::getDefaultKeyMapsForUI() {
using namespace Common;
Keymap *uiKeymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-UI", "Keymappings for UI");
Action *act;
act = new Action("UI_UP", _("Up"));
act->setCustomEngineActionEvent(IU_UP);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
uiKeymap->addAction(act);
act = new Action("UI_DOWN", _("Down"));
act->setCustomEngineActionEvent(IU_DOWN);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
uiKeymap->addAction(act);
act = new Action("UI_LEFT", _("Left"));
act->setCustomEngineActionEvent(IU_LEFT);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
uiKeymap->addAction(act);
act = new Action("UI_RIGHT", _("Right"));
act->setCustomEngineActionEvent(IU_RIGHT);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
uiKeymap->addAction(act);
act = new Action("UI_ACCEPT", _("Accept"));
act->setCustomEngineActionEvent(IU_ACCEPT);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("JOY_A");
uiKeymap->addAction(act);
act = new Action("UI_BACK", _("Back"));
act->setCustomEngineActionEvent(IU_BACK);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_B");
uiKeymap->addAction(act);
act = new Action("UI_NEXT", _("Next"));
act->setCustomEngineActionEvent(IU_NEXT);
act->addDefaultInputMapping("TAB");
uiKeymap->addAction(act);
act = new Action("UI_PREV", _("Previous"));
act->setCustomEngineActionEvent(IU_PREV);
act->addDefaultInputMapping("r");
uiKeymap->addAction(act);
act = new Action("REPLY1", _("Reply 1"));
act->setCustomEngineActionEvent(IU_REPLY_0);
act->addDefaultInputMapping("1");
uiKeymap->addAction(act);
act = new Action("REPLY2", _("Reply 2"));
act->setCustomEngineActionEvent(IU_REPLY_1);
act->addDefaultInputMapping("2");
uiKeymap->addAction(act);
act = new Action("REPLY3", _("Reply 3"));
act->setCustomEngineActionEvent(IU_REPLY_2);
act->addDefaultInputMapping("3");
uiKeymap->addAction(act);
act = new Action("REPLY4", _("Reply 4"));
act->setCustomEngineActionEvent(IU_REPLY_3);
act->addDefaultInputMapping("4");
uiKeymap->addAction(act);
act = new Action("REPLY5", _("Reply 5"));
act->setCustomEngineActionEvent(IU_REPLY_4);
act->addDefaultInputMapping("5");
uiKeymap->addAction(act);
act = new Action("REPLY6", _("Reply 6"));
act->setCustomEngineActionEvent(IU_REPLY_5);
act->addDefaultInputMapping("6");
uiKeymap->addAction(act);
act = new Action("NEXTPAGE", _("Next page"));
act->setCustomEngineActionEvent(IU_PAGE_NEXT);
act->addDefaultInputMapping("PERIOD");
uiKeymap->addAction(act);
act = new Action("PREVPAGE", _("Previous page"));
act->setCustomEngineActionEvent(IU_PAGE_PREV);
act->addDefaultInputMapping("COMMA");
uiKeymap->addAction(act);
return uiKeymap;
}
Common::Keymap* InputManager::getDefaultKeyMapsForHUD() {
using namespace Common;
Keymap *hudKeymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-HUD", "Keymappings for HUD");
Action *act;
act = new Action("MAP", _("Map"));
act->setCustomEngineActionEvent(IG_MAP);
act->addDefaultInputMapping("m");
hudKeymap->addAction(act);
act = new Action("JOURNAL", _("Journal"));
act->setCustomEngineActionEvent(IG_JOURNAL);
act->addDefaultInputMapping("j");
hudKeymap->addAction(act);
act = new Action("INVENTORY", _("Inventory"));
act->setCustomEngineActionEvent(IG_INVENTORY);
act->addDefaultInputMapping("i");
hudKeymap->addAction(act);
act = new Action("TRAITS", _("Traits"));
act->setCustomEngineActionEvent(IG_CHARACTER);
act->addDefaultInputMapping("t");
hudKeymap->addAction(act);
act = new Action("PAUSE", _("Pause"));
act->setCustomEngineActionEvent(IG_PAUSE);
act->addDefaultInputMapping("p");
hudKeymap->addAction(act);
act = new Action("QUICKSAVE", _("Quick save"));
act->setCustomEngineActionEvent(IG_QUICKSAVE);
act->addDefaultInputMapping("F5");
hudKeymap->addAction(act);
act = new Action("QUICKLOAD", _("Quick load"));
act->setCustomEngineActionEvent(IG_QUICKLOAD);
act->addDefaultInputMapping("F9");
hudKeymap->addAction(act);
return hudKeymap;
}
void InputManager::setKeyBindingMode(KeyBindingMode mode) {
_keyMode = mode;
Common::Keymapper *const mapper = g_engine->getEventManager()->getKeymapper();
switch (mode) {
case KBM_NONE:
mapper->disableAllGameKeymaps();
break;
case KBM_GAME:
mapper->disableAllGameKeymaps();
mapper->setGameKeymapState("Unrest-HUD", true);
mapper->setGameKeymapState("Unrest-Game", true);
break;
case KBM_UI:
mapper->disableAllGameKeymaps();
mapper->setGameKeymapState("Unrest-HUD", true);
mapper->setGameKeymapState("Unrest-UI", true);
break;
}
// Clear All inputs
clearInputs();
}
void InputManager::save() {
Common::KeymapArray keymapArr = g_system->getEventManager()->getKeymapper()->getKeymaps();
for(Common::Keymap *keymap : keymapArr) {
if (keymap->getType() != Common::Keymap::kKeymapTypeGame)
continue;
keymap->saveMappings();
}
}
} // End of namespace Crab

153
engines/crab/input/input.h Normal file
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_INPUT_H
#define CRAB_INPUT_H
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
namespace Crab {
namespace pyrodactyl {
namespace input {
enum InputType {
IT_NONE = -1,
// Game related input values
IG_UP,
IG_DOWN,
IG_RIGHT,
IG_LEFT,
IG_TALK,
IG_MAP,
IG_JOURNAL,
IG_INVENTORY,
IG_CHARACTER,
IG_PAUSE,
IG_QUICKSAVE,
IG_QUICKLOAD,
IG_ATTACK,
IG_BLOCK,
// UI related input values
IU_UP,
IU_DOWN,
IU_RIGHT,
IU_LEFT,
IU_ACCEPT,
IU_BACK,
IU_NEXT,
IU_PREV,
IU_REPLY_0,
IU_REPLY_1,
IU_REPLY_2,
IU_REPLY_3,
IU_REPLY_4,
IU_REPLY_5,
IU_PAGE_NEXT,
IU_PAGE_PREV,
IT_TOTAL
};
enum KeyBindingMode {
KBM_NONE = 0,
KBM_GAME = 1,
KBM_UI = 2
};
// Constants related to menu size
const int IG_START = IG_UP, IG_SIZE = IG_BLOCK - IG_START + 1;
const int IU_START = IU_UP, IU_SIZE = IT_TOTAL - IU_START;
class InputManager {
// Load key configuration from file
void load(const Common::String &filename);
// The current version of the input scheme
uint _version;
// The current mode of keymap applied
KeyBindingMode _keyMode;
// The keybinds in string format for hotkeys and other places
Common::String _keyDescs[IT_TOTAL];
public:
InputManager() {
_version = 0;
_keyMode = KBM_GAME;
clearInputs();
}
~InputManager() {}
static Common::Keymap *getDefaultKeyMapsForGame();
static Common::Keymap *getDefaultKeyMapsForUI();
static Common::Keymap *getDefaultKeyMapsForHUD();
void clearInputs() {
for (int i = 0; i < IT_TOTAL; i++)
_ivState[i] = false;
}
void populateKeyTable();
void setKeyBindingMode(KeyBindingMode mode);
KeyBindingMode getKeyBindingMode() const {
return _keyMode;
}
// NOTE: The lower level arrays can have buttons in common, but buttons cannot be common within these arrays
// Ex. UI and Fight can have buttons in common, but not two keys within UI
// Inputs used in the game
Common::String _iv[IT_TOTAL];
bool _ivState[IT_TOTAL];
// These functions return true if key is pressed, false otherwise
bool state(const InputType &val);
Common::String getAssociatedKey(const InputType &type);
// Save and flush the keymaps to disk
void save();
};
} // End of namespace input
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_INPUT_H