/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper 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. * * Antkeeper 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 Antkeeper source code. If not, see . */ #include "mapping.hpp" namespace input { mapping::mapping(input::control* control): control(control) {} key_mapping::key_mapping(const key_mapping& mapping) { *this = mapping; } key_mapping::key_mapping(input::control* control, input::keyboard* keyboard, input::scancode scancode): mapping(control), keyboard(keyboard), scancode(scancode) {} key_mapping& key_mapping::operator=(const key_mapping& mapping) { control = mapping.control; keyboard = mapping.keyboard; scancode = mapping.scancode; return *this; } mouse_motion_mapping::mouse_motion_mapping(const mouse_motion_mapping& mapping) { *this = mapping; } mouse_motion_mapping::mouse_motion_mapping(input::control* control, input::mouse* mouse, mouse_motion_axis axis): mapping(control), mouse(mouse), axis(axis) {} mouse_motion_mapping& mouse_motion_mapping::operator=(const mouse_motion_mapping& mapping) { control = mapping.control; mouse = mapping.mouse; axis = mapping.axis; return *this; } mouse_wheel_mapping::mouse_wheel_mapping(const mouse_wheel_mapping& mapping) { *this = mapping; } mouse_wheel_mapping::mouse_wheel_mapping(input::control* control, input::mouse* mouse, mouse_wheel_axis axis): mapping(control), mouse(mouse), axis(axis) {} mouse_wheel_mapping& mouse_wheel_mapping::operator=(const mouse_wheel_mapping& mapping) { control = mapping.control; mouse = mapping.mouse; axis = mapping.axis; return *this; } mouse_button_mapping::mouse_button_mapping(const mouse_button_mapping& mapping) { *this = mapping; } mouse_button_mapping::mouse_button_mapping(input::control* control, input::mouse* mouse, int button): mapping(control), mouse(mouse), button(button) {} mouse_button_mapping& mouse_button_mapping::operator=(const mouse_button_mapping& mapping) { control = mapping.control; mouse = mapping.mouse; button = mapping.button; return *this; } game_controller_axis_mapping::game_controller_axis_mapping(const game_controller_axis_mapping& mapping) { *this = mapping; } game_controller_axis_mapping::game_controller_axis_mapping(input::control* control, game_controller* controller, game_controller_axis axis, bool negative): mapping(control), controller(controller), axis(axis), negative(negative) {} game_controller_axis_mapping& game_controller_axis_mapping::operator=(const game_controller_axis_mapping& mapping) { control = mapping.control; controller = mapping.controller; axis = mapping.axis; negative = mapping.negative; return *this; } game_controller_button_mapping::game_controller_button_mapping(const game_controller_button_mapping& mapping) { *this = mapping; } game_controller_button_mapping::game_controller_button_mapping(input::control* control, game_controller* controller, game_controller_button button): mapping(control), controller(controller), button(button) {} game_controller_button_mapping& game_controller_button_mapping::operator=(const game_controller_button_mapping& mapping) { control = mapping.control; controller = mapping.controller; button = mapping.button; return *this; } } // namespace input