/*
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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 ANTKEEPER_INPUT_MAPPING_HPP
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#define ANTKEEPER_INPUT_MAPPING_HPP
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#include "input/mapping-type.hpp"
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#include "input/gamepad-axis.hpp"
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#include "input/gamepad-button.hpp"
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#include "input/mouse-button.hpp"
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#include "input/mouse-motion-axis.hpp"
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#include "input/mouse-scroll-axis.hpp"
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#include "input/scancode.hpp"
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#include <cstdint>
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namespace input {
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class control;
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class gamepad;
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class keyboard;
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class mouse;
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/**
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* Abstract base class for input mappings.
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*/
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class mapping
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{
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public:
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/**
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* Constructs an input mapping.
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*/
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mapping() = default;
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/// Destructs an input mapping.
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virtual ~mapping() = default;
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/// Returns the input mapping type.
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[[nodiscard]] virtual constexpr mapping_type get_mapping_type() const noexcept = 0;
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};
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/**
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* Maps a direction along a gamepad axis to a control input value.
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*/
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class gamepad_axis_mapping: public mapping
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{
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public:
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/**
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* Constructs a gamepad axis mapping.
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*
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* @param gamepad Pointer to the gamepad to map, or `nullptr` if input from any gamepad will be mapped.
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* @param axis Gamepad axis to map.
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* @param direction Sign bit of the direction to map.
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*/
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/// @{
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gamepad_axis_mapping(input::gamepad* gamepad, gamepad_axis axis, bool direction);
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gamepad_axis_mapping() = default;
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/// @}
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/// Destructs a gamepad axis mapping.
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virtual ~gamepad_axis_mapping() = default;
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/// Returns mapping_type::gamepad_axis.
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[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
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{
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return mapping_type::gamepad_axis;
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}
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/// Pointer to the mapped gamepad, or `nullptr` if input from any gamepad is accepted.
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input::gamepad* gamepad;
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/// Mapped gamepad axis.
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gamepad_axis axis;
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/// Sign bit of the mapped direction.
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bool direction;
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};
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/**
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* Maps a gamepad button to a control input value.
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*/
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class gamepad_button_mapping: public mapping
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{
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public:
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/**
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* Constructs a gamepad button mapping.
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*
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* @param gamepad Pointer to the gamepad to map, or `nullptr` if input from any gamepad will be mapped.
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* @param button Gamepad button to map.
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*/
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/// @{
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gamepad_button_mapping(input::gamepad* gamepad, gamepad_button button);
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gamepad_button_mapping() = default;
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/// @}
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/// Destructs a gamepad button mapping.
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virtual ~gamepad_button_mapping() = default;
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/// Returns mapping_type::gamepad_button.
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[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
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{
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return mapping_type::gamepad_button;
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}
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/// Pointer to the mapped gamepad, or `nullptr` if input from any gamepad is accepted.
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input::gamepad* gamepad;
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/// Mapped gamepad button.
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gamepad_button button;
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};
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/**
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* Maps a keyboard key to a control input value.
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*/
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class key_mapping: public mapping
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{
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public:
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/**
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* Constructs a key mapping.
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*
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* @param keyboard Pointer to the keyboard to map, or `nullptr` if input from any keyboard will be mapped.
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* @param scancode Scancode of the key to map.
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* @param repeat `false` if the mapping should ignore key repeats, `true` otherwise.
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*/
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/// @{
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key_mapping(input::keyboard* keyboard, input::scancode scancode, bool repeat = false);
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key_mapping() = default;
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/// @}
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/// Destructs a keyboard key mapping.
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virtual ~key_mapping() = default;
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/// Returns mapping_type::key.
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[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
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{
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return mapping_type::key;
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}
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/// Pointer to the mapped keyboard, or `nullptr` if input from any keyboard is accepted.
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input::keyboard* keyboard;
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/// Scancode of the mapped key.
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scancode scancode;
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/// `false` if the mapping ignores key repeats, `true` otherwise.
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bool repeat;
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};
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/**
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* Maps a mouse button to a control input value.
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*/
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class mouse_button_mapping: public mapping
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{
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public:
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/**
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* Constructs a mouse button mapping.
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*
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* @param mouse Pointer to the mouse to map, or `nullptr` if input from any mouse will be mapped.
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* @param button Mouse button to map.
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*/
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/// @{
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mouse_button_mapping(input::mouse* mouse, mouse_button button);
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mouse_button_mapping() = default;
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/// @}
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/// Destructs a mouse button mapping.
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virtual ~mouse_button_mapping() = default;
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/// Returns mapping_type::mouse_button.
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[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
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{
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return mapping_type::mouse_button;
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}
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/// Pointer to the mapped mouse, or `nullptr` if input from any mouse is accepted.
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input::mouse* mouse;
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/// Mapped mouse button.
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mouse_button button;
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};
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/**
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* Maps a direction along a mouse motion axis to a control input value.
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*/
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class mouse_motion_mapping: public mapping
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{
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public:
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/**
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* Constructs a mouse motion mapping.
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*
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* @param mouse Pointer to the mouse to map, or `nullptr` if input from any mouse will be mapped.
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* @param axis Mouse motion axis to map.
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* @param direction Sign bit of the direction to map.
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*/
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/// @{
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mouse_motion_mapping(input::mouse* mouse, mouse_motion_axis axis, bool direction);
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mouse_motion_mapping() = default;
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/// @}
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/// Destructs a mouse motion mapping.
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virtual ~mouse_motion_mapping() = default;
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/// Returns mapping_type::mouse_motion.
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[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
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{
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return mapping_type::mouse_motion;
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}
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/// Pointer to the mapped mouse, or `nullptr` if input from any mouse is accepted.
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input::mouse* mouse;
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/// Mapped mouse motion axis.
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mouse_motion_axis axis;
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/// Sign bit of the mapped direction.
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bool direction;
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};
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/**
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* Maps a direction along a mouse scroll axis to a control input value.
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*/
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class mouse_scroll_mapping: public mapping
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{
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public:
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/**
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* Constructs a mouse scroll mapping.
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*
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* @param control Control to which input will be mapped.
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* @param mouse Pointer to the mouse to map, or `nullptr` if input from any mouse will be mapped.
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* @param axis Mouse scroll axis to map.
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* @param direction Sign bit of the direction to map.
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*/
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/// @{
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mouse_scroll_mapping(input::mouse* mouse, mouse_scroll_axis axis, bool direction);
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mouse_scroll_mapping() = default;
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/// @}
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/// Destructs a mouse scroll mapping.
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virtual ~mouse_scroll_mapping() = default;
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/// Returns mapping_type::mouse_scroll.
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[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
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{
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return mapping_type::mouse_scroll;
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}
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/// Pointer to the mapped mouse, or `nullptr` if input from any mouse is accepted.
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input::mouse* mouse;
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/// Mapped mouse scroll axis.
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mouse_scroll_axis axis;
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/// Sign bit of the mapped direction.
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bool direction;
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};
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} // namespace input
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#endif // ANTKEEPER_INPUT_MAPPING_HPP
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