83 lines
2.1 KiB
C++
83 lines
2.1 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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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_BUTTON_HANDLER_H
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#define GAME_BUTTON_HANDLER_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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using namespace hpl;
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class cInit;
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class cPlayer;
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class cButtonHandler : public iUpdateable {
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public:
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cButtonHandler(cInit *apInit);
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~cButtonHandler();
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void OnStart();
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void Update(float afTimeStep);
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void Reset();
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void OnExit();
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void OnPostSceneDraw();
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void SetDefaultKeys();
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tString GetActionName(const tString &asInputName, const tString &asSkipAction);
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void ChangeState(eButtonHandlerState aState);
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eButtonHandlerState GetState() { return mState; }
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bool GetInvertMouseY() { return mbInvertMouseY; }
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bool GetToggleCrouch() { return mbToggleCrouch; }
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// Settings
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float mfMouseSensitivity;
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bool mbInvertMouseY;
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bool mbToggleCrouch;
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private:
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iAction *ActionFromTypeAndVal(const tString &asName, const tString &asType, int input);
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void TypeAndValFromAction(iAction *apAction, tString *apType, tString *apVal);
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int mlNumOfActions;
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cInit *mpInit;
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cInput *mpInput;
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iLowLevelGraphics *mpLowLevelGraphics;
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cPlayer *mpPlayer;
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eButtonHandlerState mState;
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};
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#endif // GAME_BUTTON_HANDLER_H
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