The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Key.h

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include <set>
#include <string>
#include <map>
#include "olcPixelGameEngine.h"
#include "safemap.h"
#include "olcPGEX_TransformedView.h"
#include <variant>
class AiL;
//Future-proof game controller support.
enum InputType{
KEY,
MOUSE,
CONTROLLER,
ANALOG,
};
//A generic class that represents any type of input.
class Input{
friend class InputGroup;
friend class State_MainMenu;
InputType type;
int key; //This will be interpreted differently depending on input type.
static bool usingGamepad;
static void SetUsingGamepad(const bool usingGamepad);
public:
Input(InputType type,int key);
bool Pressed();
//A version of Pressed() that will continuously return true after holding down for some time. Useful for scrolling through menus.
bool Held();
bool Released();
float Analog();
std::string GetDisplayName()const;
bool operator<(const Input&rhs)const{
return type<rhs.type||(type==rhs.type&&key<rhs.key);
}
static const bool UsingGamepad();
static const bool AxesActive();
static void StartVibration();
static void StopVibration();
const InputType GetType()const;
const std::string str()const;
const bool HasIcon()const;
const Renderable&GetIcon()const;
const int GetKeyCode()const;
friend const bool operator==(const Input&input1,const Input&input2);
};
class InputGroup{
friend class AiL;
friend class Menu;
friend class State_OverworldMap;
friend class InputListener;
friend class SaveFile;
friend class State_MainMenu;
std::set<Input>keys;
std::vector<Input>keyOrder; //A list of keys inserted in order, for primary key mapping.
static safemap<std::string,InputGroup*>menuNamesToInputGroups;
void RemovePrimaryKeybind(InputType type);
void AddPrimaryKeybind(Input key);
float holdDownTime=0.f;
float initialHoldDownTime=0.f;
public:
InputGroup();
void AddKeybind(Input bind);
void RemoveKeybind(Input bind);
void SetNewPrimaryKeybind(Input key);
const bool Pressed()const;
//A version of Pressed() that will continuously return true after holding down for some time. Useful for scrolling through menus.
const bool PressedDAS();
const bool Held()const;
const bool Released();
const float Analog()const;
const float AnalogDAS();
std::string GetDisplayName();
//Draws an input display with accompanying text centered at given position.
void DrawInput(const std::variant<AiL*const,TileTransformedView*const>renderer,const vf2d pos,const std::string_view displayText,const uint8_t alpha)const;
void DrawInput(const std::variant<AiL*const,TileTransformedView*const>renderer,const vf2d pos,const std::string_view displayText,const uint8_t alpha,const InputType type)const;
const std::optional<Input>GetPrimaryKey(InputType type)const;
};
class InputEngageGroup{
public:
enum EngageType{
Pressed,
Held,
Released,
Analog,
};
private:
InputGroup&group;
EngageType type;
public:
InputEngageGroup(InputGroup&group,EngageType type=Released);
const EngageType GetEngageType()const;
InputGroup&GetGroup()const;
const InputEngageGroup operator=(const InputEngageGroup&rhs);
};
class GenericKey{
struct KeyInfo{
std::string displayName;
std::string iconName;
};
public:
static std::map<std::pair<InputType,int>,KeyInfo>keyLiteral; //The displayed text for a given key for a given input type.
};
class InputListener{
public:
static void Update();
};
const bool operator<(const InputGroup&group1,const InputGroup&group2);
const bool operator<(const InputEngageGroup&group1,const InputEngageGroup&group2);
using enum InputEngageGroup::EngageType;