stk-code_catmod/src/input/keyboard_device.cpp
2015-03-30 11:42:50 +11:00

76 lines
3.2 KiB
C++

// 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
// ============================================================================