/*
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* Copyright (C) 2021 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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#include "mapping.hpp"
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namespace input {
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mapping::mapping(input::control* control):
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control(control)
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{}
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key_mapping::key_mapping(const key_mapping& mapping)
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{
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*this = mapping;
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}
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key_mapping::key_mapping(input::control* control, input::keyboard* keyboard, input::scancode scancode):
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mapping(control),
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keyboard(keyboard),
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scancode(scancode)
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{}
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key_mapping& key_mapping::operator=(const key_mapping& mapping)
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{
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control = mapping.control;
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keyboard = mapping.keyboard;
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scancode = mapping.scancode;
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return *this;
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}
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mouse_motion_mapping::mouse_motion_mapping(const mouse_motion_mapping& mapping)
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{
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*this = mapping;
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}
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mouse_motion_mapping::mouse_motion_mapping(input::control* control, input::mouse* mouse, mouse_motion_axis axis):
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mapping(control),
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mouse(mouse),
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axis(axis)
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{}
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mouse_motion_mapping& mouse_motion_mapping::operator=(const mouse_motion_mapping& mapping)
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{
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control = mapping.control;
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mouse = mapping.mouse;
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axis = mapping.axis;
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return *this;
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}
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mouse_wheel_mapping::mouse_wheel_mapping(const mouse_wheel_mapping& mapping)
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{
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*this = mapping;
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}
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mouse_wheel_mapping::mouse_wheel_mapping(input::control* control, input::mouse* mouse, mouse_wheel_axis axis):
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mapping(control),
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mouse(mouse),
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axis(axis)
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{}
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mouse_wheel_mapping& mouse_wheel_mapping::operator=(const mouse_wheel_mapping& mapping)
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{
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control = mapping.control;
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mouse = mapping.mouse;
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axis = mapping.axis;
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return *this;
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}
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mouse_button_mapping::mouse_button_mapping(const mouse_button_mapping& mapping)
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{
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*this = mapping;
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}
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mouse_button_mapping::mouse_button_mapping(input::control* control, input::mouse* mouse, int button):
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mapping(control),
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mouse(mouse),
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button(button)
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{}
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mouse_button_mapping& mouse_button_mapping::operator=(const mouse_button_mapping& mapping)
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{
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control = mapping.control;
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mouse = mapping.mouse;
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button = mapping.button;
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return *this;
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}
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gamepad_axis_mapping::gamepad_axis_mapping(const gamepad_axis_mapping& mapping)
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{
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*this = mapping;
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}
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gamepad_axis_mapping::gamepad_axis_mapping(input::control* control, gamepad* controller, gamepad_axis axis, bool negative):
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mapping(control),
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controller(controller),
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axis(axis),
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negative(negative)
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{}
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gamepad_axis_mapping& gamepad_axis_mapping::operator=(const gamepad_axis_mapping& mapping)
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{
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control = mapping.control;
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controller = mapping.controller;
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axis = mapping.axis;
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negative = mapping.negative;
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return *this;
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}
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gamepad_button_mapping::gamepad_button_mapping(const gamepad_button_mapping& mapping)
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{
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*this = mapping;
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}
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gamepad_button_mapping::gamepad_button_mapping(input::control* control, gamepad* controller, gamepad_button button):
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mapping(control),
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controller(controller),
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button(button)
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{}
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gamepad_button_mapping& gamepad_button_mapping::operator=(const gamepad_button_mapping& mapping)
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{
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control = mapping.control;
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controller = mapping.controller;
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button = mapping.button;
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return *this;
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}
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} // namespace input
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