/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #ifndef GAME_CLIENT_COMPONENTS_BINDS_H #define GAME_CLIENT_COMPONENTS_BINDS_H #include #include class CBinds : public CComponent { char m_aaKeyBindings[KEY_LAST][128]; int GetKeyID(const char *pKeyName); static void ConBind(IConsole::IResult *pResult, void *pUserData, int ClientID); static void ConUnbind(IConsole::IResult *pResult, void *pUserData, int ClientID); static void ConUnbindAll(IConsole::IResult *pResult, void *pUserData, int ClientID); static void ConDumpBinds(IConsole::IResult *pResult, void *pUserData, int ClientID); class IConsole *GetConsole() const { return Console(); } static void ConfigSaveCallback(class IConfig *pConfig, void *pUserData); public: CBinds(); class CBindsSpecial : public CComponent { public: CBinds *m_pBinds; virtual bool OnInput(IInput::CEvent Event); }; CBindsSpecial m_SpecialBinds; void Bind(int KeyID, const char *pStr); void SetDefaults(); void UnbindAll(); const char *Get(int KeyID); const char *GetKey(const char *pBindStr); virtual void OnConsoleInit(); virtual bool OnInput(IInput::CEvent Event); }; #endif