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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_COMPONENTS_BINDS_H
#define GAME_CLIENT_COMPONENTS_BINDS_H
#include <game/client/component.h>
#include <engine/keys.h>
class CBinds : public CComponent
{
char m_aaKeyBindings[KEY_LAST][128];
int GetKeyID(const char *pKeyName);
static void ConBind(IConsole::IResult *pResult, void *pUserData);
static void ConUnbind(IConsole::IResult *pResult, void *pUserData);
static void ConUnbindAll(IConsole::IResult *pResult, void *pUserData);
static void ConDumpBinds(IConsole::IResult *pResult, void *pUserData);
class IConsole *GetConsole() const { return Console(); }
static void ConfigSaveCallback(class IConfig *pConfig, void *pUserData);
public:
CBinds();
class CBindsSpecial : public CComponent
{
public:
CBinds *m_pBinds;
virtual bool OnInput(IInput::CEvent Event);
};
CBindsSpecial m_SpecialBinds;
void Bind(int KeyID, const char *pStr);
void SetDefaults();
void UnbindAll();
const char *Get(int KeyID);
const char *GetKey(const char *pBindStr);
virtual void OnConsoleInit();
virtual bool OnInput(IInput::CEvent Event);
};
#endif
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