// SuperTuxKart - a fun racing game with go-kart // // Copyright (C) 2009-2015 Marianne Gagnon // (C) 2014-2015 Joerg Henrichs // // This program 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. // // This program 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 this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "input/keyboard_device.hpp" #include "input/keyboard_config.hpp" // ---------------------------------------------------------------------------- KeyboardDevice::KeyboardDevice(KeyboardConfig *configuration) { m_configuration = configuration; m_type = DT_KEYBOARD; m_name = "Keyboard"; m_player = NULL; } // KeyboardDevice // ---------------------------------------------------------------------------- KeyboardDevice::KeyboardDevice() { m_configuration = new KeyboardConfig(); m_type = DT_KEYBOARD; m_player = NULL; } // KeyboardDevice // ---------------------------------------------------------------------------- /** Invoked when this device it used. Verifies if the key/button that was * pressed is associated with a binding. If yes, sets action and returns * true; otherwise returns false. It can also modify the value used. * \param type Type of input (e.g. IT_STICKMOTION, ...). * \param id ID of the key that was pressed or of the axis that was * triggered (depending on the value of the 'type' parameter). * \param mode Used to determine whether to map menu actions or * game actions * \param[out] action The action associated to this input (only check * this value if method returned true) * \param[in,out] value The value associated with this type (typically * how far a gamepad axis is moved). * * \return Whether the pressed key/button is bound with an action */ bool KeyboardDevice::processAndMapInput(Input::InputType type, const int id, InputManager::InputDriverMode mode, PlayerAction *action, int* value) { assert(type==Input::IT_KEYBOARD); if (mode == InputManager::INGAME) { return m_configuration->getGameAction(Input::IT_KEYBOARD, id, 0, action); } else { // bindings can only be accessed in game and menu modes assert(mode == InputManager::MENU); return m_configuration->getMenuAction(Input::IT_KEYBOARD, id, 0, action); } } // processAndMapInput // ============================================================================