💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEER_INPUT_ACTION_MAP_HPP
#define ANTKEEER_INPUT_ACTION_MAP_HPP
#include "event/subscription.hpp"
#include "event/queue.hpp"
#include "input/action.hpp"
#include "input/gamepad-events.hpp"
#include "input/keyboard-events.hpp"
#include "input/mouse-events.hpp"
#include "input/mapping.hpp"
#include <memory>
#include <tuple>
#include <unordered_map>
#include <vector>
namespace input {
/**
* Maps input to a set of contextually-related actions.
*/
class action_map
{
public:
/**
* Connects the input event signals of an event queue to the action map.
*
* @param queue Event queue to connect.
*/
void connect(::event::queue& queue);
/**
* Disconnects all input event signals from the action map.
*/
void disconnect();
/**
* Maps input to an action.
*
* @param action Action to which input will be mapped.
* @param mapping Input mapping to add.
*/
/// @{
void add_mapping(action& action, const mapping& mapping);
void add_gamepad_axis_mapping(action& action, gamepad_axis_mapping mapping);
void add_gamepad_button_mapping(action& action, gamepad_button_mapping mapping);
void add_key_mapping(action& action, key_mapping mapping);
void add_mouse_button_mapping(action& action, mouse_button_mapping mapping);
void add_mouse_motion_mapping(action& action, mouse_motion_mapping mapping);
void add_mouse_scroll_mapping(action& action, mouse_scroll_mapping mapping);
/// @}
/**
* Unmaps input from an action.
*
* @param action Action from which input will be unmapped.
* @param type Type of input mapping to remove.
*/
void remove_mappings(const action& action, mapping_type type);
/**
* Unmaps all input from an action.
*
* @param action Action from which input will be unmapped.
*/
void remove_mappings(const action& action);
/**
* Unmaps all input from all actions in the action map.
*/
void remove_mappings();
/**
* Returns all of the gamepad axis mappings associated with an action.
*
* @param action Action with which associated mappings will be returned.
*/
std::vector<gamepad_axis_mapping> get_gamepad_axis_mappings(const action& action) const;
/**
* Returns all of the gamepad button mappings associated with an action.
*
* @param action Action with which associated mappings will be returned.
*/
std::vector<gamepad_button_mapping> get_gamepad_button_mappings(const action& action) const;
/**
* Returns all of the key mappings associated with an action.
*
* @param action Action with which associated mappings will be returned.
*/
std::vector<key_mapping> get_key_mappings(const action& action) const;
/**
* Returns all of the mouse button mappings associated with an action.
*
* @param action Action with which associated mappings will be returned.
*/
std::vector<mouse_button_mapping> get_mouse_button_mappings(const action& action) const;
/**
* Returns all of the mouse motion mappings associated with an action.
*
* @param action Action with which associated mappings will be returned.
*/
std::vector<mouse_motion_mapping> get_mouse_motion_mappings(const action& action) const;
/**
* Returns all of the mouse scroll associated with an action.
*
* @param action Action with which associated mappings will be returned.
*/
std::vector<mouse_scroll_mapping> get_mouse_scroll_mappings(const action& action) const;
private:
void handle_gamepad_axis_moved(const gamepad_axis_moved_event& event);
void handle_gamepad_button_pressed(const gamepad_button_pressed_event& event);
void handle_gamepad_button_released(const gamepad_button_released_event& event);
void handle_key_pressed(const key_pressed_event& event);
void handle_key_released(const key_released_event& event);
void handle_mouse_button_pressed(const mouse_button_pressed_event& event);
void handle_mouse_button_released(const mouse_button_released_event& event);
void handle_mouse_moved(const mouse_moved_event& event);
void handle_mouse_scrolled(const mouse_scrolled_event& event);
std::vector<std::shared_ptr<::event::subscription>> subscriptions;
std::vector<std::tuple<action*, gamepad_axis_mapping>> gamepad_axis_mappings;
std::vector<std::tuple<action*, gamepad_button_mapping>> gamepad_button_mappings;
std::vector<std::tuple<action*, key_mapping>> key_mappings;
std::vector<std::tuple<action*, mouse_button_mapping>> mouse_button_mappings;
std::vector<std::tuple<action*, mouse_motion_mapping>> mouse_motion_mappings;
std::vector<std::tuple<action*, mouse_scroll_mapping>> mouse_scroll_mappings;
};
} // namespace input
#endif // ANTKEEER_INPUT_ACTION_MAP_HPP