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