6352e8e319
all at once
120 lines
2.3 KiB
C++
120 lines
2.3 KiB
C++
#ifndef STAR_KEY_BINDINGS_HPP
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#define STAR_KEY_BINDINGS_HPP
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#include "StarInputEvent.hpp"
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#include "StarSet.hpp"
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#include "StarJson.hpp"
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namespace Star {
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enum class InterfaceAction {
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None,
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PlayerUp,
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PlayerDown,
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PlayerLeft,
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PlayerRight,
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PlayerJump,
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PlayerMainItem,
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PlayerAltItem,
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PlayerDropItem,
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PlayerInteract,
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PlayerShifting,
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PlayerTechAction1,
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PlayerTechAction2,
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PlayerTechAction3,
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EmoteBlabbering,
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EmoteShouting,
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EmoteHappy,
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EmoteSad,
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EmoteNeutral,
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EmoteLaugh,
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EmoteAnnoyed,
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EmoteOh,
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EmoteOooh,
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EmoteBlink,
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EmoteWink,
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EmoteEat,
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EmoteSleep,
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ShowLabels,
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CameraShift,
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TitleBack,
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CinematicSkip,
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CinematicNext,
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GuiClose,
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GuiShifting,
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KeybindingClear,
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KeybindingCancel,
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ChatPageUp,
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ChatPageDown,
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ChatPreviousLine,
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ChatNextLine,
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ChatSendLine,
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ChatBegin,
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ChatBeginCommand,
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ChatStop,
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InterfaceShowHelp,
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InterfaceHideHud,
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InterfaceChangeBarGroup,
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InterfaceDeselectHands,
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InterfaceBar1,
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InterfaceBar2,
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InterfaceBar3,
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InterfaceBar4,
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InterfaceBar5,
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InterfaceBar6,
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InterfaceBar7,
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InterfaceBar8,
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InterfaceBar9,
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InterfaceBar10,
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EssentialBar1,
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EssentialBar2,
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EssentialBar3,
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EssentialBar4,
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InterfaceRepeatCommand,
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InterfaceToggleFullscreen,
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InterfaceReload,
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InterfaceEscapeMenu,
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InterfaceInventory,
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InterfaceCodex,
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InterfaceQuest,
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InterfaceCrafting,
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};
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extern EnumMap<InterfaceAction> const InterfaceActionNames;
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// Maps the mod keys that can used in key chords to its associated KeyMod.
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extern HashMap<Key, KeyMod> const KeyChordMods;
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struct KeyChord {
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Key key;
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KeyMod mods;
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bool operator<(KeyChord const& rhs) const;
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};
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KeyChord inputDescriptorFromJson(Json const& json);
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Json inputDescriptorToJson(KeyChord const& chord);
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String printInputDescriptor(KeyChord chord);
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STAR_CLASS(KeyBindings);
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class KeyBindings {
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public:
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KeyBindings();
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explicit KeyBindings(Json const& json);
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Set<InterfaceAction> actions(Key key) const;
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Set<InterfaceAction> actions(InputEvent const& event) const;
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Set<InterfaceAction> actions(KeyChord chord) const;
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Set<InterfaceAction> actionsForKey(Key key) const;
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private:
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// Maps the primary key to a list of InterfaceActions, and any mods that they
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// require to be held.
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Map<Key, List<pair<KeyMod, InterfaceAction>>> m_actions;
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};
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}
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#endif
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