Changed Renamed class ControlSchemeClass to ControlScheme
Changed Renamed CTRLS_* to ACTION_* Changed Moved anonymous enum containing ACTION_* into class ControlScheme ~g2k
This commit is contained in:
@@ -10,7 +10,7 @@
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// To implement a system for managing a bindable control scheme.
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//
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// Summary of Methods:
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// ControlSchemeClass
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// ControlScheme
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// void LoadDefaultControlScheme();
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// -Loads the default control scheme
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// void ClearControlScheme();
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@@ -19,7 +19,7 @@
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// -Removes key from all control lists.
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//
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// Summary of Properties:
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// ControlSchemeClass
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// ControlScheme
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// -list<uint8> forward;
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// A list of the VKeys associated with forward.
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// -list<uint8> backward;
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@@ -68,7 +68,7 @@
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#include "../include/ctrls.h"
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namespace OpenArena{
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void ControlSchemeClass::LoadDefaultControlScheme()
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void ControlScheme::LoadDefaultControlScheme()
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{
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forward.Insert(OpenArena::KEY_LBUTTON);
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backward.Insert(OpenArena::KEY_RBUTTON);
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@@ -92,7 +92,7 @@ namespace OpenArena{
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rollLeft.Insert(OpenArena::KEY_W);
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rollRight.Insert(OpenArena::KEY_E);
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}
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void ControlSchemeClass::ClearControlScheme()
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void ControlScheme::ClearControlScheme()
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{
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backward.Clear();
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firePrimary.Clear();
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@@ -115,7 +115,7 @@ namespace OpenArena{
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weaponPrev.Clear();
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}
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void ControlSchemeClass::Unbind(uint8 key)
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void ControlScheme::Unbind(uint8 key)
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{
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backward.Remove(key);
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firePrimary.Remove(key);
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@@ -137,131 +137,131 @@ namespace OpenArena{
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weaponPrev.Remove(key);
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}
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bool ControlSchemeClass::Bind(uint32 action, uint8 key)
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bool ControlScheme::Bind(uint32 action, uint8 key)
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{
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switch(action)
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{
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case CTRLS_FORWARD:
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case ACTION_FORWARD:
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{
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Unbind(key);
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forward.Insert(key);
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return true;
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}
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case CTRLS_BACKWARD:
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case ACTION_BACKWARD:
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{
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Unbind(key);
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backward.Insert(key);
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return true;
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}
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case CTRLS_LOOKLEFT:
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case ACTION_LOOKLEFT:
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{
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Unbind(key);
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lookLeft.Insert(key);
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return true;
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}
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case CTRLS_LOOKRIGHT:
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case ACTION_LOOKRIGHT:
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{
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Unbind(key);
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lookRight.Insert(key);
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return true;
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}
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case CTRLS_LOOKUP:
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case ACTION_LOOKUP:
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{
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Unbind(key);
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lookUp.Insert(key);
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return true;
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}
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case CTRLS_LOOKDOWN:
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case ACTION_LOOKDOWN:
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{
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Unbind(key);
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lookDown.Insert(key);
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return true;
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}
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case CTRLS_MOVELEFT:
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case ACTION_MOVELEFT:
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{
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Unbind(key);
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moveLeft.Insert(key);
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return true;
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}
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case CTRLS_MOVERIGHT:
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case ACTION_MOVERIGHT:
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{
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Unbind(key);
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moveRight.Insert(key);
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return true;
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}
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case CTRLS_MOVEUP:
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case ACTION_MOVEUP:
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{
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Unbind(key);
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moveUp.Insert(key);
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return true;
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}
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case CTRLS_MOVEDOWN:
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case ACTION_MOVEDOWN:
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{
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Unbind(key);
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moveDown.Insert(key);
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return true;
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}
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case CTRLS_ROLLLEFT:
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case ACTION_ROLLLEFT:
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{
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Unbind(key);
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rollLeft.Insert(key);
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return true;
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}
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case CTRLS_ROLLRIGHT:
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case ACTION_ROLLRIGHT:
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{
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Unbind(key);
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rollRight.Insert(key);
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return true;
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}
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case CTRLS_FIREPRIMARY:
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case ACTION_FIREPRIMARY:
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{
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Unbind(key);
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firePrimary.Insert(key);
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return true;
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}
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case CTRLS_FIRESECONDARY:
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case ACTION_FIRESECONDARY:
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{
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Unbind(key);
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fireSecondary.Insert(key);
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return true;
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}
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case CTRLS_WEAPONNEXT:
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case ACTION_WEAPONNEXT:
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{
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Unbind(key);
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weaponNext.Insert(key);
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return true;
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}
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case CTRLS_WEAPONPREV:
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case ACTION_WEAPONPREV:
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{
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Unbind(key);
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weaponPrev.Insert(key);
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return true;
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}
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case CTRLS_TOGGLE_LIGHTS:
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case ACTION_TOGGLE_LIGHTS:
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{
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Unbind(key);
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toggleLights.Insert(key);
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return true;
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}
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case CTRLS_TOGGLE_FPS:
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case ACTION_TOGGLE_FPS:
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{
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Unbind(key);
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toggleFPS.Insert(key);
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return true;
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}
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case CTRLS_TOGGLE_CONSOLE:
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case ACTION_TOGGLE_CONSOLE:
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{
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Unbind(key);
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toggleConsole.Insert(key);
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return true;
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}
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case CTRLS_TOGGLE_MOUSELOOK:
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case ACTION_TOGGLE_MOUSELOOK:
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{
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Unbind(key);
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toggleMouseLook.Insert(key);
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return true;
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}
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case CTRLS_QUICKMOUSELOOK:
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case ACTION_QUICKMOUSELOOK:
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{
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Unbind(key);
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quickMouseLook.Insert(key);
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