mirror of
https://github.com/ZDoom/raze-gles.git
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57cb22f135
Refactored the buttons to be definable locally per game for easier handling of differing input.
81 lines
1.8 KiB
C++
81 lines
1.8 KiB
C++
#pragma once
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#include <stdint.h>
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#include "tarray.h"
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#include "name.h"
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// Actions
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struct FButtonStatus
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{
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enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button
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uint16_t Keys[MAX_KEYS];
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bool bDown; // Button is down right now
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bool bWentDown; // Button went down this tic
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bool bWentUp; // Button went up this tic
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bool bReleaseLock; // Lock ReleaseKey call in ResetButtonStates
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void (*PressHandler)(); // for optional game-side customization
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void (*ReleaseHandler)();
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bool PressKey (int keynum); // Returns true if this key caused the button to be pressed.
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bool ReleaseKey (int keynum); // Returns true if this key is no longer pressed.
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void ResetTriggers () { bWentDown = bWentUp = false; }
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void Reset () { bDown = bWentDown = bWentUp = false; }
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};
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class ButtonMap
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{
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TArray<FButtonStatus> Buttons;
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TArray<FString> NumToName; // The internal name of the button
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TMap<FName, int> NameToNum;
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public:
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void SetButtons(const char** names, int count);
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int NumButtons() const
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{
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return Buttons.Size();
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}
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int FindButtonIndex(const char* func, int funclen = -1) const;
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FButtonStatus* FindButton(const char* func, int funclen = -1)
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{
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int index = FindButtonIndex(func, funclen);
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return index > -1 ? &Buttons[index] : nullptr;
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}
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FButtonStatus* GetButton(int index)
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{
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return &Buttons[index];
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}
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void ResetButtonTriggers(); // Call ResetTriggers for all buttons
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void ResetButtonStates(); // Same as above, but also clear bDown
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int ListActionCommands(const char* pattern);
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void AddButtonTabCommands();
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bool ButtonDown(int x) const
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{
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return Buttons[x].bDown;
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}
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bool ButtonPressed(int x) const
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{
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return Buttons[x].bWentDown;
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}
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bool ButtonReleased(int x) const
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{
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return Buttons[x].bWentUp;
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}
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void ClearButton(int x)
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{
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Buttons[x].Reset();
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}
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};
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extern ButtonMap buttonMap;
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