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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEER_INPUT_ACTION_MAP_HPP
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#define ANTKEEER_INPUT_ACTION_MAP_HPP
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#include "event/subscription.hpp"
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#include "event/queue.hpp"
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#include "input/action.hpp"
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#include "input/gamepad-events.hpp"
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#include "input/keyboard-events.hpp"
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#include "input/mouse-events.hpp"
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#include "input/mapping.hpp"
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#include <memory>
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#include <tuple>
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#include <unordered_map>
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#include <vector>
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namespace input {
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/**
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* Maps input to a set of contextually-related actions.
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*/
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class action_map
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{
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public:
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/**
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* Connects the input event signals of an event queue to the action map.
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*
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* @param queue Event queue to connect.
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*/
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void connect(::event::queue& queue);
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/**
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* Disconnects all input event signals from the action map.
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*/
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void disconnect();
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/**
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* Maps input to a action.
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*
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* @param action Action to which input will be mapped.
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* @param mapping Input mapping to add.
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*/
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/// @{
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void add_mapping(action& action, gamepad_axis_mapping mapping);
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void add_mapping(action& action, gamepad_button_mapping mapping);
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void add_mapping(action& action, key_mapping mapping);
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void add_mapping(action& action, mouse_button_mapping mapping);
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void add_mapping(action& action, mouse_motion_mapping mapping);
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void add_mapping(action& action, mouse_scroll_mapping mapping);
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/// @}
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/**
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* Unmaps input from a action.
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*
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* @param action Action from which input will be unmapped.
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* @param type Type of input mapping to remove.
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*/
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void remove_mappings(const action& action, mapping_type type);
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/**
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* Unmaps all input from a action.
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*
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* @param action Action from which input will be unmapped.
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*/
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void remove_mappings(const action& action);
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/**
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* Unmaps all input from all actions in the action map.
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*/
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void remove_mappings();
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/**
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* Returns all of the gamepad axis mappings associated with a action.
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*
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* @param action Action with which associated mappings will be returned.
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*/
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std::vector<gamepad_axis_mapping> get_gamepad_axis_mappings(const action& action) const;
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/**
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* Returns all of the gamepad button mappings associated with a action.
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*
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* @param action Action with which associated mappings will be returned.
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*/
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std::vector<gamepad_button_mapping> get_gamepad_button_mappings(const action& action) const;
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/**
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* Returns all of the key mappings associated with a action.
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*
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* @param action Action with which associated mappings will be returned.
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*/
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std::vector<key_mapping> get_key_mappings(const action& action) const;
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/**
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* Returns all of the mouse button mappings associated with a action.
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*
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* @param action Action with which associated mappings will be returned.
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*/
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std::vector<mouse_button_mapping> get_mouse_button_mappings(const action& action) const;
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/**
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* Returns all of the mouse motion mappings associated with a action.
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*
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* @param action Action with which associated mappings will be returned.
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*/
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std::vector<mouse_motion_mapping> get_mouse_motion_mappings(const action& action) const;
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/**
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* Returns all of the mouse scroll associated with a action.
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*
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* @param action Action with which associated mappings will be returned.
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*/
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std::vector<mouse_scroll_mapping> get_mouse_scroll_mappings(const action& action) const;
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private:
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void handle_gamepad_axis_moved(const gamepad_axis_moved_event& event);
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void handle_gamepad_button_pressed(const gamepad_button_pressed_event& event);
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void handle_gamepad_button_released(const gamepad_button_released_event& event);
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void handle_key_pressed(const key_pressed_event& event);
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void handle_key_released(const key_released_event& event);
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void handle_mouse_button_pressed(const mouse_button_pressed_event& event);
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void handle_mouse_button_released(const mouse_button_released_event& event);
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void handle_mouse_moved(const mouse_moved_event& event);
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void handle_mouse_scrolled(const mouse_scrolled_event& event);
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std::vector<std::shared_ptr<::event::subscription>> subscriptions;
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std::vector<std::tuple<action*, gamepad_axis_mapping>> gamepad_axis_mappings;
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std::vector<std::tuple<action*, gamepad_button_mapping>> gamepad_button_mappings;
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std::vector<std::tuple<action*, key_mapping>> key_mappings;
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std::vector<std::tuple<action*, mouse_button_mapping>> mouse_button_mappings;
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std::vector<std::tuple<action*, mouse_motion_mapping>> mouse_motion_mappings;
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std::vector<std::tuple<action*, mouse_scroll_mapping>> mouse_scroll_mappings;
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};
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} // namespace input
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#endif // ANTKEEER_INPUT_ACTION_MAP_HPP
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