76 lines
3.2 KiB
C++
76 lines
3.2 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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//
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// Copyright (C) 2009-2015 Marianne Gagnon
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// (C) 2014-2015 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program 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 this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "input/keyboard_device.hpp"
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#include "input/keyboard_config.hpp"
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// ----------------------------------------------------------------------------
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KeyboardDevice::KeyboardDevice(KeyboardConfig *configuration)
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{
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m_configuration = configuration;
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m_type = DT_KEYBOARD;
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m_name = "Keyboard";
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m_player = NULL;
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} // KeyboardDevice
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// ----------------------------------------------------------------------------
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KeyboardDevice::KeyboardDevice()
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{
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m_configuration = new KeyboardConfig();
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m_type = DT_KEYBOARD;
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m_player = NULL;
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} // KeyboardDevice
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// ----------------------------------------------------------------------------
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/** Invoked when this device it used. Verifies if the key/button that was
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* pressed is associated with a binding. If yes, sets action and returns
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* true; otherwise returns false. It can also modify the value used.
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* \param type Type of input (e.g. IT_STICKMOTION, ...).
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* \param id ID of the key that was pressed or of the axis that was
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* triggered (depending on the value of the 'type' parameter).
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* \param mode Used to determine whether to map menu actions or
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* game actions
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* \param[out] action The action associated to this input (only check
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* this value if method returned true)
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* \param[in,out] value The value associated with this type (typically
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* how far a gamepad axis is moved).
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*
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* \return Whether the pressed key/button is bound with an action
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*/
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bool KeyboardDevice::processAndMapInput(Input::InputType type, const int id,
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InputManager::InputDriverMode mode,
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PlayerAction *action, int* value)
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{
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assert(type==Input::IT_KEYBOARD);
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if (mode == InputManager::INGAME)
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{
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return m_configuration->getGameAction(Input::IT_KEYBOARD, id, 0,
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action);
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}
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else
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{
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// bindings can only be accessed in game and menu modes
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assert(mode == InputManager::MENU);
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return m_configuration->getMenuAction(Input::IT_KEYBOARD, id, 0,
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action);
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}
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} // processAndMapInput
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// ============================================================================
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