/* * 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 . */ #ifndef ANTKEEPER_INPUT_MAPPING_HPP #define ANTKEEPER_INPUT_MAPPING_HPP enum class mouse_motion_axis; enum class mouse_wheel_axis; enum class scancode; enum class game_controller_axis; enum class game_controller_button; class control; class keyboard; class mouse; class game_controller; /** * Enumerates the supported types of control mappings. */ enum class input_mapping_type { key, mouse_motion, mouse_wheel, mouse_button, game_controller_axis, game_controller_button }; /** * Abstract base class for input mappings. */ class input_mapping { public: input_mapping() = default; input_mapping(::control* control); virtual ~input_mapping() = default; /// Returns this control mapping's type. virtual input_mapping_type get_type() const = 0; control* control; }; /** * A mapping between a control and a keyboard key. */ class key_mapping: public input_mapping { public: key_mapping() = default; key_mapping(const key_mapping& mapping); key_mapping(::control* control, keyboard* keyboard, scancode scancode); virtual ~key_mapping() = default; key_mapping& operator=(const key_mapping& mapping); virtual input_mapping_type get_type() const; keyboard* keyboard; scancode scancode; }; inline input_mapping_type key_mapping::get_type() const { return input_mapping_type::key; } /** * A mapping between a control and a mouse motion axis. */ class mouse_motion_mapping: public input_mapping { public: mouse_motion_mapping() = default; mouse_motion_mapping(const mouse_motion_mapping& mapping); mouse_motion_mapping(::control* control, ::mouse* mouse, mouse_motion_axis axis); virtual ~mouse_motion_mapping() = default; mouse_motion_mapping& operator=(const mouse_motion_mapping& mapping); virtual input_mapping_type get_type() const; mouse* mouse; mouse_motion_axis axis; }; inline input_mapping_type mouse_motion_mapping::get_type() const { return input_mapping_type::mouse_motion; } /** * A mapping between a control and a mouse wheel axis. */ class mouse_wheel_mapping: public input_mapping { public: mouse_wheel_mapping() = default; mouse_wheel_mapping(const mouse_wheel_mapping& mapping); mouse_wheel_mapping(::control* control, mouse* mouse, mouse_wheel_axis axis); virtual ~mouse_wheel_mapping() = default; mouse_wheel_mapping& operator=(const mouse_wheel_mapping& mapping); virtual input_mapping_type get_type() const; mouse* mouse; mouse_wheel_axis axis; }; inline input_mapping_type mouse_wheel_mapping::get_type() const { return input_mapping_type::mouse_wheel; } /** * A mapping between a control and a mouse button. */ class mouse_button_mapping: public input_mapping { public: mouse_button_mapping() = default; mouse_button_mapping(const mouse_button_mapping& mapping); mouse_button_mapping(::control* control, mouse* mouse, int button); virtual ~mouse_button_mapping() = default; mouse_button_mapping& operator=(const mouse_button_mapping& mapping); virtual input_mapping_type get_type() const; mouse* mouse; int button; }; inline input_mapping_type mouse_button_mapping::get_type() const { return input_mapping_type::mouse_button; } /** * A mapping between a control and a game controller axis. */ class game_controller_axis_mapping: public input_mapping { public: game_controller_axis_mapping() = default; game_controller_axis_mapping(const game_controller_axis_mapping& mapping); game_controller_axis_mapping(::control* control, game_controller* game_controller, game_controller_axis axis, bool negative); virtual ~game_controller_axis_mapping() = default; game_controller_axis_mapping& operator=(const game_controller_axis_mapping& mapping); virtual input_mapping_type get_type() const; game_controller* game_controller; game_controller_axis axis; bool negative; }; inline input_mapping_type game_controller_axis_mapping::get_type() const { return input_mapping_type::game_controller_axis; } /** * A mapping between a control and a game controller button. * * @ingroup input. */ class game_controller_button_mapping: public input_mapping { public: game_controller_button_mapping() = default; game_controller_button_mapping(const game_controller_button_mapping& mapping); game_controller_button_mapping(::control* control, game_controller* game_controller, game_controller_button button); virtual ~game_controller_button_mapping() = default; game_controller_button_mapping& operator=(const game_controller_button_mapping& mapping); virtual input_mapping_type get_type() const; game_controller* game_controller; game_controller_button button; }; inline input_mapping_type game_controller_button_mapping::get_type() const { return input_mapping_type::game_controller_button; } #endif // ANTKEEPER_INPUT_MAPPING_HPP