2010-11-20 10:37:14 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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2010-05-29 07:25:38 +00:00
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#ifndef GAME_CLIENT_COMPONENTS_BINDS_H
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#define GAME_CLIENT_COMPONENTS_BINDS_H
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#include <game/client/component.h>
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#include <engine/keys.h>
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class CBinds : public CComponent
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{
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char m_aaKeyBindings[KEY_LAST][128];
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int GetKeyId(const char *pKeyName);
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static void ConBind(IConsole::IResult *pResult, void *pUserData);
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static void ConUnbind(IConsole::IResult *pResult, void *pUserData);
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static void ConUnbindAll(IConsole::IResult *pResult, void *pUserData);
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static void ConDumpBinds(IConsole::IResult *pResult, void *pUserData);
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class IConsole *GetConsole() const { return Console(); }
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static void ConfigSaveCallback(class IConfig *pConfig, void *pUserData);
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public:
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CBinds();
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class CBindsSpecial : public CComponent
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{
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public:
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CBinds *m_pBinds;
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virtual bool OnInput(IInput::CEvent Event);
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};
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CBindsSpecial m_SpecialBinds;
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void Bind(int KeyId, const char *pStr);
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void SetDefaults();
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void UnbindAll();
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const char *Get(int KeyId);
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const char *GetKey(const char *pBindStr);
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virtual void OnConsoleInit();
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virtual bool OnInput(IInput::CEvent Event);
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};
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#endif
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