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scummvm-cursorfix/engines/hpl1/penumbra-overture/ButtonHandler.h
2026-02-02 04:50:13 +01:00

83 lines
2.1 KiB
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 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