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openmw-tes3mp/apps/openmw/mwbase/inputmanager.hpp

63 lines
2.3 KiB
C++

#ifndef GAME_MWBASE_INPUTMANAGER_H
#define GAME_MWBASE_INPUTMANAGER_H
#include <string>
#include <set>
#include <vector>
namespace MWBase
{
/// \brief Interface for input manager (implemented in MWInput)
class InputManager
{
InputManager (const InputManager&);
///< not implemented
InputManager& operator= (const InputManager&);
///< not implemented
public:
InputManager() {}
/// Clear all savegame-specific data
virtual void clear() = 0;
virtual ~InputManager() {}
virtual bool isWindowVisible() = 0;
virtual void update(float dt, bool disableControls, bool disableEvents=false) = 0;
virtual void changeInputMode(bool guiMode) = 0;
virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& changed) = 0;
virtual void setDragDrop(bool dragDrop) = 0;
virtual void toggleControlSwitch (const std::string& sw, bool value) = 0;
virtual bool getControlSwitch (const std::string& sw) = 0;
virtual std::string getActionDescription (int action) = 0;
virtual std::string getActionKeyBindingName (int action) = 0;
virtual std::string getActionControllerBindingName (int action) = 0;
virtual std::string sdlControllerAxisToString(int axis) = 0;
virtual std::string sdlControllerButtonToString(int button) = 0;
///Actions available for binding to keyboard buttons
virtual std::vector<int> getActionKeySorting() = 0;
///Actions available for binding to controller buttons
virtual std::vector<int> getActionControllerSorting() = 0;
virtual int getNumActions() = 0;
///If keyboard is true, only pay attention to keyboard events. If false, only pay attention to controller events (excluding esc)
virtual void enableDetectingBindingMode (int action, bool keyboard) = 0;
virtual void resetToDefaultKeyBindings() = 0;
virtual void resetToDefaultControllerBindings() = 0;
/// Returns if the last used input device was a joystick or a keyboard
/// @return true if joystick, false otherwise
virtual bool joystickLastUsed() = 0;
};
}
#endif