qzdoom/src/common/console/c_buttons.h

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#pragma once
#include <stdint.h>
#include "tarray.h"
#include "name.h"
// Actions
struct FButtonStatus
{
enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button
uint16_t Keys[MAX_KEYS];
bool bDown; // Button is down right now
bool bWentDown; // Button went down this tic
bool bWentUp; // Button went up this tic
bool bReleaseLock; // Lock ReleaseKey call in ResetButtonStates
void (*PressHandler)(); // for optional game-side customization
void (*ReleaseHandler)();
bool PressKey (int keynum); // Returns true if this key caused the button to be pressed.
bool ReleaseKey (int keynum); // Returns true if this key is no longer pressed.
void ResetTriggers () { bWentDown = bWentUp = false; }
void Reset () { bDown = bWentDown = bWentUp = false; }
};
class ButtonMap
{
TArray<FButtonStatus> Buttons;
TArray<FString> NumToName; // The internal name of the button
TMap<FName, int> NameToNum;
public:
void SetButtons(const char** names, int count);
int NumButtons() const
{
return Buttons.Size();
}
int FindButtonIndex(const char* func, int funclen = -1) const;
FButtonStatus* FindButton(const char* func, int funclen = -1)
{
int index = FindButtonIndex(func, funclen);
return index > -1 ? &Buttons[index] : nullptr;
}
FButtonStatus* GetButton(int index)
{
return &Buttons[index];
}
void ResetButtonTriggers(); // Call ResetTriggers for all buttons
void ResetButtonStates(); // Same as above, but also clear bDown
int ListActionCommands(const char* pattern);
void AddButtonTabCommands();
bool ButtonDown(int x) const
{
return Buttons[x].bDown;
}
bool ButtonPressed(int x) const
{
return Buttons[x].bWentDown;
}
bool ButtonReleased(int x) const
{
return Buttons[x].bWentUp;
}
void ClearButton(int x)
{
Buttons[x].Reset();
}
};
extern ButtonMap buttonMap;