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engines/hpl1/engine/input/Input.h
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149
engines/hpl1/engine/input/Input.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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. See the
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* GNU General Public License for more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_INPUT_H
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#define HPL_INPUT_H
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#include "common/list.h"
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#include "hpl1/engine/game/Updateable.h"
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#include "hpl1/engine/input/InputTypes.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "common/stablemap.h"
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#include "common/multimap.h"
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namespace hpl {
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class Keyboard;
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class Mouse;
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class LowLevelInput;
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class iInputDevice;
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class iAction;
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typedef Common::StableMap<tString, iAction *> tActionMap;
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typedef tActionMap::iterator tActionMapIt;
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typedef Common::MultiMap<tString, iAction *> tActionMultiMap;
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typedef tActionMultiMap::iterator tActionMultiMapIt;
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typedef Common::List<iInputDevice *> tInputDeviceList;
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typedef tInputDeviceList::iterator tInputDeviceListIt;
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class cInput : public iUpdateable {
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public:
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cInput(LowLevelInput *apLowLevelInput);
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~cInput();
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/**
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* Updates the input, called by cGame
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*/
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void Update(float afTimeStep);
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/**
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* Add a new action.
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* \param *apAction The action to add.
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*/
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void AddAction(iAction *apAction);
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/**
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* Check if an action is triggered.
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* \param asName
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* \return
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*/
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bool IsTriggerd(tString asName);
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/**
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*
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* \param asName name of the action.
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* \return
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*/
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bool WasTriggerd(tString asName);
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/**
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*
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* \param asName name of the action.
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* \return
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*/
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bool BecameTriggerd(tString asName);
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/**
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*
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* \param asName name of the action.
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* \return
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*/
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bool DoubleTriggerd(tString asName, float afLimit);
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/**
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*
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* \return currently used keyboard
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*/
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Keyboard *GetKeyboard();
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/**
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*
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* \return currently used mouse
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*/
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Mouse *GetMouse();
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/**
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* Get action from map.
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* \param asName name of action.
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* \return Pointer to action, if not found NULL.
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*/
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iAction *GetAction(tString asName);
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/**
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* Destroys an action if it exists.
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* \param asName
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*/
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void DestroyAction(tString asName);
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/**
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* Checks if any input is given.
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* \return true if any input is given, else false.
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*/
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bool CheckForInput();
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/**
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* Creates an action from the latest input made. Any action with the same name is destroyed.
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* \param &asName Name of action be be created.
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* \return NULL if no input was given.
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*/
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iAction *InputToAction(const tString &asName);
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LowLevelInput *GetLowLevel() { return mpLowLevelInput; }
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private:
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tActionMap m_mapActions;
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tInputDeviceList mlstInputDevices;
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LowLevelInput *mpLowLevelInput;
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Mouse *mpMouse;
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Keyboard *mpKeyboard;
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};
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} // namespace hpl
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#endif // HPL_INPUT_H
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