Angel 3.2
A 2D Game Prototyping Engine
InputManager.h
1 
2 // Copyright (C) 2008-2013, Shane Liesegang
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4 //
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29 
30 #pragma once
31 
32 #include "../Util/StringUtil.h"
33 #include "../Input/Controller.h"
34 
36 
41 {
42 public:
43 
44  void SetKeyDownMessage( const String& keyDownMessage );
45  void SetKeyUpMessage( const String& keyUpMessage );
46 
47  void OnKeyDown();
48  void OnKeyUp();
49 
50 private:
51  String _keyDownMessage;
52  String _keyUpMessage;
53 };
54 
55 enum InputKeys
56 {
57 #define USEINPUTKEY(e,hashVal,text) \
58  e=hashVal,
59 #include "InputKeys.h"
60 #undef USEINPUTKEY
61 };
62 
63 #define theInput InputManager::GetInstance()
64 
66 
74 {
75  typedef hashmap_ns::hash_map<int, InputBinding*> BindingTable;
76  typedef hashmap_ns::hash_map<String, int> KeyNameTable;
77  typedef hashmap_ns::hash_map<int, bool> XboxButtonState;
78 
79 public:
80  static InputManager &GetInstance();
81  static void Destroy();
82 
83  void BindKey( const String& keyId, const String& command );
84  void UnbindKey( const String& keyId );
85 
86  bool OnKeyDown( int keyVal );
87  bool OnKeyUp( int keyVal );
88 
96  bool IsKeyDown(int keyVal);
97 
98  void HandleControl( class Controller& controller );
99 
100 protected:
101  InputManager() {}
102  ~InputManager();
103  void Initialize();
104 
105 private:
106  InputBinding* GetBinding( int hashVal );
107  int GetHashFromKeyName( const String& keyId );
108  void ClearXboxButtonStates();
109 
110 private:
111  static InputManager* s_Input;
112 
113  KeyNameTable _keyNameTable;
114  BindingTable _bindingTable;
115  XboxButtonState _xBoxButtonStates[MAX_CONTROLLERS];
116 };