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VVVVVV/desktop_version/src/KeyPoll.h
Misa 52f7a587fe Separate includes into sections and alphabetize them
Okay, so basically here's the include layout that this game now
consistently uses:

[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]

And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
2020-07-19 21:37:40 -04:00

87 lines
1.5 KiB
C++

#ifndef KEYPOLL_H
#define KEYPOLL_H
#include <map> // FIXME: I should feel very bad for using C++ -flibit
#include <SDL.h>
#include <string>
#include <vector>
enum Kybrd
{
KEYBOARD_UP = SDLK_UP,
KEYBOARD_DOWN = SDLK_DOWN,
KEYBOARD_LEFT = SDLK_LEFT,
KEYBOARD_RIGHT = SDLK_RIGHT,
KEYBOARD_ENTER = SDLK_RETURN,
KEYBOARD_SPACE = SDLK_SPACE,
KEYBOARD_w = SDLK_w,
KEYBOARD_s = SDLK_s,
KEYBOARD_a = SDLK_a,
KEYBOARD_d = SDLK_d,
KEYBOARD_m = SDLK_m,
KEYBOARD_n = SDLK_n,
KEYBOARD_v = SDLK_v,
KEYBOARD_z = SDLK_z,
KEYBOARD_BACKSPACE = SDLK_BACKSPACE
};
class KeyPoll
{
public:
std::map<SDL_Keycode, bool> keymap;
bool isActive;
bool resetWindow;
bool quitProgram;
bool toggleFullscreen;
int sensitivity;
void setSensitivity(int _value);
KeyPoll();
void enabletextentry();
void disabletextentry();
void Poll();
bool isDown(SDL_Keycode key);
bool isUp(SDL_Keycode key);
bool isDown(std::vector<SDL_GameControllerButton> buttons);
bool isDown(SDL_GameControllerButton button);
bool controllerButtonDown();
bool controllerWantsLeft(bool includeVert);
bool controllerWantsRight(bool includeVert);
int leftbutton, rightbutton, middlebutton;
int mx, my;
bool textentrymode;
bool pressedbackspace;
std::string keybuffer;
bool linealreadyemptykludge;
Uint64 pauseStart;
private:
std::map<SDL_JoystickID, SDL_GameController*> controllers;
std::map<SDL_GameControllerButton, bool> buttonmap;
int xVel, yVel;
bool useFullscreenSpaces;
Uint32 wasFullscreen;
};
extern KeyPoll key;
#endif /* KEYPOLL_H */