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2026-02-02 04:50:13 +01:00

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C++

/* 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