/*
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* Copyright (C) 2020 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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enum class mouse_motion_axis;
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enum class mouse_wheel_axis;
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enum class scancode;
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enum class game_controller_axis;
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enum class game_controller_button;
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class control;
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class keyboard;
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class mouse;
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class game_controller;
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/**
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* Enumerates the supported types of control mappings.
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*/
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enum class input_mapping_type
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{
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key,
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mouse_motion,
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mouse_wheel,
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mouse_button,
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game_controller_axis,
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game_controller_button
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};
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/**
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* Abstract base class for input mappings.
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*/
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class input_mapping
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{
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public:
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input_mapping() = default;
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input_mapping(::control* control);
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virtual ~input_mapping() = default;
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/// Returns this control mapping's type.
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virtual input_mapping_type get_type() const = 0;
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control* control;
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};
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/**
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* A mapping between a control and a keyboard key.
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*/
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class key_mapping: public input_mapping
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{
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public:
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key_mapping() = default;
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key_mapping(const key_mapping& mapping);
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key_mapping(::control* control, keyboard* keyboard, scancode scancode);
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virtual ~key_mapping() = default;
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key_mapping& operator=(const key_mapping& mapping);
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virtual input_mapping_type get_type() const;
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keyboard* keyboard;
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scancode scancode;
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};
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inline input_mapping_type key_mapping::get_type() const
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{
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return input_mapping_type::key;
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}
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/**
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* A mapping between a control and a mouse motion axis.
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*/
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class mouse_motion_mapping: public input_mapping
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{
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public:
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mouse_motion_mapping() = default;
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mouse_motion_mapping(const mouse_motion_mapping& mapping);
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mouse_motion_mapping(::control* control, ::mouse* mouse, mouse_motion_axis axis);
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virtual ~mouse_motion_mapping() = default;
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mouse_motion_mapping& operator=(const mouse_motion_mapping& mapping);
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virtual input_mapping_type get_type() const;
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mouse* mouse;
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mouse_motion_axis axis;
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};
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inline input_mapping_type mouse_motion_mapping::get_type() const
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{
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return input_mapping_type::mouse_motion;
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}
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/**
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* A mapping between a control and a mouse wheel axis.
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*/
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class mouse_wheel_mapping: public input_mapping
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{
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public:
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mouse_wheel_mapping() = default;
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mouse_wheel_mapping(const mouse_wheel_mapping& mapping);
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mouse_wheel_mapping(::control* control, mouse* mouse, mouse_wheel_axis axis);
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virtual ~mouse_wheel_mapping() = default;
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mouse_wheel_mapping& operator=(const mouse_wheel_mapping& mapping);
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virtual input_mapping_type get_type() const;
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mouse* mouse;
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mouse_wheel_axis axis;
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};
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inline input_mapping_type mouse_wheel_mapping::get_type() const
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{
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return input_mapping_type::mouse_wheel;
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}
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/**
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* A mapping between a control and a mouse button.
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*/
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class mouse_button_mapping: public input_mapping
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{
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public:
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mouse_button_mapping() = default;
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mouse_button_mapping(const mouse_button_mapping& mapping);
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mouse_button_mapping(::control* control, mouse* mouse, int button);
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virtual ~mouse_button_mapping() = default;
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mouse_button_mapping& operator=(const mouse_button_mapping& mapping);
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virtual input_mapping_type get_type() const;
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mouse* mouse;
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int button;
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};
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inline input_mapping_type mouse_button_mapping::get_type() const
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{
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return input_mapping_type::mouse_button;
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}
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/**
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* A mapping between a control and a game controller axis.
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*/
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class game_controller_axis_mapping: public input_mapping
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{
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public:
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game_controller_axis_mapping() = default;
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game_controller_axis_mapping(const game_controller_axis_mapping& mapping);
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game_controller_axis_mapping(::control* control, game_controller* game_controller, game_controller_axis axis, bool negative);
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virtual ~game_controller_axis_mapping() = default;
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game_controller_axis_mapping& operator=(const game_controller_axis_mapping& mapping);
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virtual input_mapping_type get_type() const;
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game_controller* game_controller;
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game_controller_axis axis;
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bool negative;
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};
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inline input_mapping_type game_controller_axis_mapping::get_type() const
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{
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return input_mapping_type::game_controller_axis;
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}
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/**
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* A mapping between a control and a game controller button.
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*
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* @ingroup input.
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*/
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class game_controller_button_mapping: public input_mapping
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{
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public:
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game_controller_button_mapping() = default;
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game_controller_button_mapping(const game_controller_button_mapping& mapping);
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game_controller_button_mapping(::control* control, game_controller* game_controller, game_controller_button button);
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virtual ~game_controller_button_mapping() = default;
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game_controller_button_mapping& operator=(const game_controller_button_mapping& mapping);
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virtual input_mapping_type get_type() const;
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game_controller* game_controller;
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game_controller_button button;
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};
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inline input_mapping_type game_controller_button_mapping::get_type() const
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{
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return input_mapping_type::game_controller_button;
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}
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#endif // ANTKEEPER_INPUT_MAPPING_HPP
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