/* 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 Penumbra Overture. */ #ifndef GAME_BUTTON_HANDLER_H #define GAME_BUTTON_HANDLER_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameTypes.h" using namespace hpl; class cInit; class cPlayer; class cButtonHandler : public iUpdateable { public: cButtonHandler(cInit *apInit); ~cButtonHandler(); void OnStart(); void Update(float afTimeStep); void Reset(); void OnExit(); void OnPostSceneDraw(); void SetDefaultKeys(); tString GetActionName(const tString &asInputName, const tString &asSkipAction); void ChangeState(eButtonHandlerState aState); eButtonHandlerState GetState() { return mState; } bool GetInvertMouseY() { return mbInvertMouseY; } bool GetToggleCrouch() { return mbToggleCrouch; } // Settings float mfMouseSensitivity; bool mbInvertMouseY; bool mbToggleCrouch; private: iAction *ActionFromTypeAndVal(const tString &asName, const tString &asType, int input); void TypeAndValFromAction(iAction *apAction, tString *apType, tString *apVal); int mlNumOfActions; cInit *mpInit; cInput *mpInput; iLowLevelGraphics *mpLowLevelGraphics; cPlayer *mpPlayer; eButtonHandlerState mState; }; #endif // GAME_BUTTON_HANDLER_H