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#ifndef COMMON_USERACTION
#define COMMON_USERACTION
#include "common/events.h"
#include "common/list.h"
#include "common/str.h"
namespace Common {
struct HardwareKey;
enum UserActionType {
kGenericUserActionType,
// common actions
kDirectionUpUserAction,
kDirectionDownUserAction,
kDirectionLeftUserAction,
kDirectionRightUserAction,
kLeftClickUserAction,
kRightClickUserAction,
kSaveUserAction,
kMenuUserAction,
kUserActionTypeMax
};
enum UserActionCategory {
kGenericUserActionCategory,
// classes of action - probably need to be slightly more specific than this
kInGameUserAction, // effects the actual gameplay
kSystemUserAction, //show a menu / change volume / etc
kUserActionCategoryMax
};
struct UserAction {
/** unique id used for saving/loading to config */
int32 id;
/** Human readable description */
String description;
/** Events to be sent when mapped key is pressed */
List<Event> events;
UserActionCategory category;
UserActionType type;
int priority;
int group;
int flags;
/** Hardware key that is mapped to this UserAction */
HardwareKey *hwKey;
UserAction( String des = "",
UserActionCategory cat = kGenericUserActionCategory,
UserActionType ty = kGenericUserActionType,
int pr = 0, int gr = 0, int fl = 0 ) {
description = des;
category = cat;
type = ty;
priority = pr;
group = gr;
flags = fl;
hwKey = 0;
}
};
} // end of namespace Common
#endif
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