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:
2006-06-18 15:23:36 -04:00
parent 7e4b388fee
commit ec70392a02
4 changed files with 74 additions and 76 deletions

View File

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