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#ifndef GAME_MWBASE_INPUTMANAGER_H
#define GAME_MWBASE_INPUTMANAGER_H
#include <string>
#include <set>
#include <vector>
#include <SDL_gamecontroller.h>
#include <cstdint>
namespace Loading
{
class Listener;
}
namespace ESM
{
class ESMReader;
class ESMWriter;
}
namespace MWBase
{
/// \brief Interface for input manager (implemented in MWInput)
class InputManager
{
InputManager (const InputManager&);
///< not implemented
InputManager& operator= (const InputManager&);
///< not implemented
public:
InputManager() {}
/// Clear all savegame-specific data
virtual void clear() = 0;
virtual ~InputManager() {}
virtual void update(float dt, bool disableControls, bool disableEvents=false) = 0;
virtual void changeInputMode(bool guiMode) = 0;
virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& changed) = 0;
virtual void setDragDrop(bool dragDrop) = 0;
virtual void setGamepadGuiCursorEnabled(bool enabled) = 0;
virtual void setAttemptJump(bool jumping) = 0;
virtual void toggleControlSwitch(std::string_view sw, bool value) = 0;
virtual bool getControlSwitch(std::string_view sw) = 0;
virtual std::string getActionDescription (int action) const = 0;
virtual std::string getActionKeyBindingName (int action) const = 0;
virtual std::string getActionControllerBindingName (int action) const = 0;
virtual bool actionIsActive(int action) const = 0;
virtual float getActionValue(int action) const = 0; // returns value in range [0, 1]
virtual bool isControllerButtonPressed(SDL_GameControllerButton button) const = 0;
virtual float getControllerAxisValue(SDL_GameControllerAxis axis) const = 0; // returns value in range [-1, 1]
virtual int getMouseMoveX() const = 0;
virtual int getMouseMoveY() const = 0;
///Actions available for binding to keyboard buttons
virtual std::vector<int> getActionKeySorting() = 0;
///Actions available for binding to controller buttons
virtual std::vector<int> getActionControllerSorting() = 0;
virtual int getNumActions() = 0;
///If keyboard is true, only pay attention to keyboard events. If false, only pay attention to controller events (excluding esc)
virtual void enableDetectingBindingMode (int action, bool keyboard) = 0;
virtual void resetToDefaultKeyBindings() = 0;
virtual void resetToDefaultControllerBindings() = 0;
/// Returns if the last used input device was a joystick or a keyboard
/// @return true if joystick, false otherwise
virtual bool joystickLastUsed() = 0;
virtual void setJoystickLastUsed(bool enabled) = 0;
virtual int countSavedGameRecords() const = 0;
virtual void write(ESM::ESMWriter& writer, Loading::Listener& progress) = 0;
virtual void readRecord(ESM::ESMReader& reader, uint32_t type) = 0;
virtual void resetIdleTime() = 0;
virtual bool isIdle() const = 0;
virtual void executeAction(int action) = 0;
virtual bool controlsDisabled() = 0;
};
}
#endif
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