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