⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 actionmap.h

📁 五行MMORPG引擎系统V1.0
💻 H
字号:
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

#ifndef _ACTIONMAP_H_
#define _ACTIONMAP_H_

#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _TVECTOR_H_
#include "core/tVector.h"
#endif
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif

struct InputEvent;

struct EventDescriptor
{
   U8  flags;      ///< Combination of any modifier flags.
   U8  eventType;  ///< SI_KEY, etc.
   U16 eventCode;  ///< From event.h
};

/// Map raw inputs to a variety of actions.  This is used for all keymapping
/// in the engine.
/// @see ActionMap::Node
class ActionMap : public SimObject
{
   typedef SimObject Parent;

  protected:
   bool onAdd();

   struct Node {
      U32 modifiers;
      U32 action;

      enum Flags {
         Ranged      = BIT(0),   ///< Ranged input.
         HasScale    = BIT(1),   ///< Scaled input.
         HasDeadZone = BIT(2),   ///< Dead zone is present.
         Inverted    = BIT(3),   ///< Input is inverted.
         BindCmd     = BIT(4)    ///< Bind a console command to this.
      };

      U32 flags;           /// @see Node::Flags
      F32 deadZoneBegin;
      F32 deadZoneEnd;
      F32 scaleFactor;

      StringTableEntry consoleFunction; ///< Console function to call with new values.

      char *makeConsoleCommand;         ///< Console command to execute when we make this command.
      char *breakConsoleCommand;        ///< Console command to execute when we break this command.
   };

   /// Used to represent a devices.
   struct DeviceMap
   {
      U32 deviceType;
      U32 deviceInst;

      Vector<Node> nodeMap;
      DeviceMap() {
         VECTOR_SET_ASSOCIATION(nodeMap);
      }
      ~DeviceMap();
   };
   struct BreakEntry
   {
      U32 deviceType;
      U32 deviceInst;
      U32 objInst;
      StringTableEntry consoleFunction;
      char *breakConsoleCommand;

      // It's possible that the node could be deleted (unlikely, but possible,
      //  so we replicate the node flags here...
      //
      U32 flags;
      F32 deadZoneBegin;
      F32 deadZoneEnd;
      F32 scaleFactor;
   };


   Vector<DeviceMap*>        mDeviceMaps;
   static Vector<BreakEntry> smBreakTable;

   // Find: return NULL if not found in current map, Get: create if not
   //  found.
   const Node* findNode(const U32 inDeviceType, const U32 inDeviceInst,
                        const U32 inModifiers,  const U32 inAction);
   bool findBoundNode( const char* function, U32 &devMapIndex, U32 &nodeIndex );
   Node* getNode(const U32 inDeviceType, const U32 inDeviceInst,
                 const U32 inModifiers,  const U32 inAction);

   void removeNode(const U32 inDeviceType, const U32 inDeviceInst,
                 const U32 inModifiers,  const U32 inAction);

   void enterBreakEvent(const InputEvent* pEvent, const Node* pNode);

   static const char* getModifierString(const U32 modifiers);

  public:
   ActionMap();
   ~ActionMap();

   void dumpActionMap(const char* fileName, const bool append) const;

   static bool createEventDescriptor(const char* pEventString, EventDescriptor* pDescriptor);

   bool processBind(const U32 argc, const char** argv);
   bool processBindCmd(const char *device, const char *action, const char *makeCmd, const char *breakCmd);
   bool processUnbind(const char *device, const char *action);

   /// @name Console Interface Functions
   /// @{
   const char* getBinding( const char* command );                    ///< Find what the given command is bound to.
   const char* getCommand( const char* device, const char* action ); ///< Find what command is bound to the given event descriptor .
   bool    isInverted( const char* device, const char* action );
   F32   getScale( const char* device, const char* action );
   const char* getDeadZone( const char* device, const char* action );
   /// @}


   static bool        getKeyString(const U32 action, char* buffer);
   static bool        getDeviceName(const U32 deviceType, const U32 deviceInstance, char* buffer);
   static const char* buildActionString( const InputEvent* event );

   bool processAction(const InputEvent*);

   static bool checkBreakTable(const InputEvent*);
   static bool handleEvent(const InputEvent*);
   static bool handleEventGlobal(const InputEvent*);

   static bool getDeviceTypeAndInstance(const char *device, U32 &deviceType, U32 &deviceInstance);

   DECLARE_CONOBJECT(ActionMap);
};

#endif // _ACTIONMAP_H_

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -