/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_INPUT_H #define HPL_INPUT_H #include "common/list.h" #include "hpl1/engine/game/Updateable.h" #include "hpl1/engine/input/InputTypes.h" #include "hpl1/engine/system/SystemTypes.h" #include "common/stablemap.h" #include "common/multimap.h" namespace hpl { class Keyboard; class Mouse; class LowLevelInput; class iInputDevice; class iAction; typedef Common::StableMap tActionMap; typedef tActionMap::iterator tActionMapIt; typedef Common::MultiMap tActionMultiMap; typedef tActionMultiMap::iterator tActionMultiMapIt; typedef Common::List tInputDeviceList; typedef tInputDeviceList::iterator tInputDeviceListIt; class cInput : public iUpdateable { public: cInput(LowLevelInput *apLowLevelInput); ~cInput(); /** * Updates the input, called by cGame */ void Update(float afTimeStep); /** * Add a new action. * \param *apAction The action to add. */ void AddAction(iAction *apAction); /** * Check if an action is triggered. * \param asName * \return */ bool IsTriggerd(tString asName); /** * * \param asName name of the action. * \return */ bool WasTriggerd(tString asName); /** * * \param asName name of the action. * \return */ bool BecameTriggerd(tString asName); /** * * \param asName name of the action. * \return */ bool DoubleTriggerd(tString asName, float afLimit); /** * * \return currently used keyboard */ Keyboard *GetKeyboard(); /** * * \return currently used mouse */ Mouse *GetMouse(); /** * Get action from map. * \param asName name of action. * \return Pointer to action, if not found NULL. */ iAction *GetAction(tString asName); /** * Destroys an action if it exists. * \param asName */ void DestroyAction(tString asName); /** * Checks if any input is given. * \return true if any input is given, else false. */ bool CheckForInput(); /** * Creates an action from the latest input made. Any action with the same name is destroyed. * \param &asName Name of action be be created. * \return NULL if no input was given. */ iAction *InputToAction(const tString &asName); LowLevelInput *GetLowLevel() { return mpLowLevelInput; } private: tActionMap m_mapActions; tInputDeviceList mlstInputDevices; LowLevelInput *mpLowLevelInput; Mouse *mpMouse; Keyboard *mpKeyboard; }; } // namespace hpl #endif // HPL_INPUT_H