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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/>.
*
*/
/*
* 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<tString, iAction *> tActionMap;
typedef tActionMap::iterator tActionMapIt;
typedef Common::MultiMap<tString, iAction *> tActionMultiMap;
typedef tActionMultiMap::iterator tActionMultiMapIt;
typedef Common::List<iInputDevice *> 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