// // Lol Engine // // Copyright: (c) 2010-2013 Benjamin Litzelmann // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include "core.h" #ifdef LOL_INPUT_V2 #include "input/inputdevice_internal.h" namespace lol { Array InputDevice::devices; bool InputDevice::m_capturemouse; void InputDeviceInternal::AddKey(const char* name) { m_keynames.Push(name); m_keys.Push(false); } void InputDeviceInternal::AddAxis(const char* name, float sensitivity) { m_axisnames.Push(name); m_axis.Push(0.0f, sensitivity); } void InputDeviceInternal::AddCursor(const char* name) { m_cursornames.Push(name); m_cursors.Push(vec2(0.0), ivec2(0)); } InputDeviceInternal* InputDeviceInternal::CreateStandardKeyboard() { InputDeviceInternal* keyboard = new InputDeviceInternal("Keyboard"); # define KEY_FUNC(key, value) keyboard->AddKey(#key); # include "input/keys.h" # undef KEY_FUNC return keyboard; } InputDeviceInternal* InputDeviceInternal::CreateStandardMouse() { InputDeviceInternal* mouse = new InputDeviceInternal("Mouse"); mouse->AddKey("ButtonLeft"); mouse->AddKey("ButtonMiddle"); mouse->AddKey("ButtonRight"); mouse->AddAxis("X"); mouse->AddAxis("Y"); mouse->AddCursor("Cursor"); // TODO: extended button, and wheel (as axis or as buttons? or both?) return mouse; } } /* namespace lol */ #endif // LOL_INPUT_V2