doom3-bfg/neo/framework/KeyInput.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __KEYINPUT_H__
#define __KEYINPUT_H__
struct keyBindings_t
{
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idStr keyboard;
idStr mouse;
idStr gamepad;
};
class idSerializer;
// Converts from a USB HID code to a K_ code
int Key_CovertHIDCode( int hid );
class idKeyInput
{
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public:
static void Init();
static void Shutdown();
static void ArgCompletion_KeyName( const idCmdArgs& args, void( *callback )( const char* s ) );
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static void PreliminaryKeyEvent( int keyNum, bool down );
static bool IsDown( int keyNum );
static int GetUsercmdAction( int keyNum );
static bool GetOverstrikeMode();
static void SetOverstrikeMode( bool state );
static void ClearStates();
static keyNum_t StringToKeyNum( const char* str ); // This is used by the "bind" command
static const char* KeyNumToString( keyNum_t keyNum ); // This is the inverse of StringToKeyNum, used for config files
static const char* LocalizedKeyName( keyNum_t keyNum ); // This returns text suitable to print on screen
static void SetBinding( int keyNum, const char* binding );
static const char* GetBinding( int keyNum );
static bool UnbindBinding( const char* bind );
static int NumBinds( const char* binding );
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static bool ExecKeyBinding( int keyNum );
static const char* KeysFromBinding( const char* bind );
static const char* BindingFromKey( const char* key );
static bool KeyIsBoundTo( int keyNum, const char* binding );
static void WriteBindings( idFile* f );
static keyBindings_t KeyBindingsFromBinding( const char* bind, bool firstOnly = false, bool localized = false );
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};
#endif /* !__KEYINPUT_H__ */