💿🐜 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 ANTKEEPER_INPUT_MAPPING_HPP
#define ANTKEEPER_INPUT_MAPPING_HPP
#include "input/mapping-type.hpp"
#include "input/gamepad-axis.hpp"
#include "input/gamepad-button.hpp"
#include "input/mouse-button.hpp"
#include "input/mouse-motion-axis.hpp"
#include "input/mouse-scroll-axis.hpp"
#include "input/scancode.hpp"
#include <cstdint>
namespace input {
class control;
class gamepad;
class keyboard;
class mouse;
/**
* Abstract base class for input mappings.
*/
class mapping
{
public:
/**
* Constructs an input mapping.
*/
mapping() = default;
/// Destructs an input mapping.
virtual ~mapping() = default;
/// Returns the input mapping type.
[[nodiscard]] virtual constexpr mapping_type get_mapping_type() const noexcept = 0;
};
/**
* Maps a direction along a gamepad axis to a control input value.
*/
class gamepad_axis_mapping: public mapping
{
public:
/**
* Constructs a gamepad axis mapping.
*
* @param gamepad Pointer to the gamepad to map, or `nullptr` if input from any gamepad will be mapped.
* @param axis Gamepad axis to map.
* @param direction Sign bit of the direction to map.
*/
/// @{
gamepad_axis_mapping(input::gamepad* gamepad, gamepad_axis axis, bool direction);
gamepad_axis_mapping() = default;
/// @}
/// Destructs a gamepad axis mapping.
virtual ~gamepad_axis_mapping() = default;
/// Returns mapping_type::gamepad_axis.
[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
{
return mapping_type::gamepad_axis;
}
/// Pointer to the mapped gamepad, or `nullptr` if input from any gamepad is accepted.
input::gamepad* gamepad;
/// Mapped gamepad axis.
gamepad_axis axis;
/// Sign bit of the mapped direction.
bool direction;
};
/**
* Maps a gamepad button to a control input value.
*/
class gamepad_button_mapping: public mapping
{
public:
/**
* Constructs a gamepad button mapping.
*
* @param gamepad Pointer to the gamepad to map, or `nullptr` if input from any gamepad will be mapped.
* @param button Gamepad button to map.
*/
/// @{
gamepad_button_mapping(input::gamepad* gamepad, gamepad_button button);
gamepad_button_mapping() = default;
/// @}
/// Destructs a gamepad button mapping.
virtual ~gamepad_button_mapping() = default;
/// Returns mapping_type::gamepad_button.
[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
{
return mapping_type::gamepad_button;
}
/// Pointer to the mapped gamepad, or `nullptr` if input from any gamepad is accepted.
input::gamepad* gamepad;
/// Mapped gamepad button.
gamepad_button button;
};
/**
* Maps a keyboard key to a control input value.
*/
class key_mapping: public mapping
{
public:
/**
* Constructs a key mapping.
*
* @param keyboard Pointer to the keyboard to map, or `nullptr` if input from any keyboard will be mapped.
* @param scancode Scancode of the key to map.
* @param repeat `false` if the mapping should ignore key repeats, `true` otherwise.
* @param modifiers Modifier keys bitmask.
*/
/// @{
key_mapping(input::keyboard* keyboard, input::scancode scancode, bool repeat = false, std::uint16_t modifiers = 0);
key_mapping() = default;
/// @}
/// Destructs a keyboard key mapping.
virtual ~key_mapping() = default;
/// Returns mapping_type::key.
[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
{
return mapping_type::key;
}
/// Pointer to the mapped keyboard, or `nullptr` if input from any keyboard is accepted.
input::keyboard* keyboard;
/// Scancode of the mapped key.
scancode scancode;
/// `false` if the mapping ignores key repeats, `true` otherwise.
bool repeat;
/// Modifier keys bitbask.
std::uint16_t modifiers;
};
/**
* Maps a mouse button to a control input value.
*/
class mouse_button_mapping: public mapping
{
public:
/**
* Constructs a mouse button mapping.
*
* @param mouse Pointer to the mouse to map, or `nullptr` if input from any mouse will be mapped.
* @param button Mouse button to map.
*/
/// @{
mouse_button_mapping(input::mouse* mouse, mouse_button button);
mouse_button_mapping() = default;
/// @}
/// Destructs a mouse button mapping.
virtual ~mouse_button_mapping() = default;
/// Returns mapping_type::mouse_button.
[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
{
return mapping_type::mouse_button;
}
/// Pointer to the mapped mouse, or `nullptr` if input from any mouse is accepted.
input::mouse* mouse;
/// Mapped mouse button.
mouse_button button;
};
/**
* Maps a direction along a mouse motion axis to a control input value.
*/
class mouse_motion_mapping: public mapping
{
public:
/**
* Constructs a mouse motion mapping.
*
* @param mouse Pointer to the mouse to map, or `nullptr` if input from any mouse will be mapped.
* @param axis Mouse motion axis to map.
* @param direction Sign bit of the direction to map.
*/
/// @{
mouse_motion_mapping(input::mouse* mouse, mouse_motion_axis axis, bool direction);
mouse_motion_mapping() = default;
/// @}
/// Destructs a mouse motion mapping.
virtual ~mouse_motion_mapping() = default;
/// Returns mapping_type::mouse_motion.
[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
{
return mapping_type::mouse_motion;
}
/// Pointer to the mapped mouse, or `nullptr` if input from any mouse is accepted.
input::mouse* mouse;
/// Mapped mouse motion axis.
mouse_motion_axis axis;
/// Sign bit of the mapped direction.
bool direction;
};
/**
* Maps a direction along a mouse scroll axis to a control input value.
*/
class mouse_scroll_mapping: public mapping
{
public:
/**
* Constructs a mouse scroll mapping.
*
* @param control Control to which input will be mapped.
* @param mouse Pointer to the mouse to map, or `nullptr` if input from any mouse will be mapped.
* @param axis Mouse scroll axis to map.
* @param direction Sign bit of the direction to map.
*/
/// @{
mouse_scroll_mapping(input::mouse* mouse, mouse_scroll_axis axis, bool direction);
mouse_scroll_mapping() = default;
/// @}
/// Destructs a mouse scroll mapping.
virtual ~mouse_scroll_mapping() = default;
/// Returns mapping_type::mouse_scroll.
[[nodiscard]] inline virtual constexpr mapping_type get_mapping_type() const noexcept
{
return mapping_type::mouse_scroll;
}
/// Pointer to the mapped mouse, or `nullptr` if input from any mouse is accepted.
input::mouse* mouse;
/// Mapped mouse scroll axis.
mouse_scroll_axis axis;
/// Sign bit of the mapped direction.
bool direction;
};
} // namespace input
#endif // ANTKEEPER_INPUT_MAPPING_HPP