Etterna 0.74.4
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Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
InputMapper Class Reference

Holds user-chosen input preferences and saves it between sessions. More...

#include <InputMapper.h>

Collaboration diagram for InputMapper:
Collaboration graph
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Public Member Functions

void PushSelf (lua_State *L)
 
void SetInputScheme (const InputScheme *pInputScheme)
 
auto GetInputScheme () const -> const InputScheme *
 
void SetJoinControllers (PlayerNumber pn)
 
void ReadMappingsFromDisk ()
 
void SaveMappingsToDisk ()
 
void ResetMappingsToDefault ()
 
void CheckButtonAndAddToReason (GameButton menu, std::vector< std::string > &full_reason, std::string const &sub_reason)
 
void SanityCheckMappings (std::vector< std::string > &reason)
 
void ClearAllMappings ()
 
void SetInputMap (const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex)
 
void ClearFromInputMap (const DeviceInput &DeviceI)
 
auto ClearFromInputMap (const GameInput &GameI, int iSlotIndex) -> bool
 
void AddDefaultMappingsForCurrentGameIfUnmapped ()
 
void AutoMapJoysticksForCurrentGame ()
 
auto CheckForChangedInputDevicesAndRemap (std::string &sMessageOut) -> bool
 
auto IsMapped (const DeviceInput &DeviceI) const -> bool
 
auto DeviceToGame (const DeviceInput &DeviceI, GameInput &GameI) const -> bool
 
auto GameToDevice (const GameInput &GameI, int iSlotNum, DeviceInput &DeviceI) const -> bool
 
auto GameButtonToMenuButton (GameButton gb) const -> GameButton
 
void MenuToGame (GameButton MenuI, PlayerNumber pn, std::vector< GameInput > &GameIout) const
 
auto ControllerToPlayerNumber (GameController controller) const -> PlayerNumber
 
auto GetSecsHeld (const GameInput &GameI, MultiPlayer mp=MultiPlayer_Invalid) const -> float
 
auto GetSecsHeld (GameButton MenuI, PlayerNumber pn) const -> float
 
auto IsBeingPressed (const GameInput &GameI, MultiPlayer mp=MultiPlayer_Invalid, const DeviceInputList *pButtonState=nullptr) const -> bool
 
auto IsBeingPressed (GameButton MenuI, PlayerNumber pn) const -> bool
 
auto IsBeingPressed (const std::vector< GameInput > &GameI, MultiPlayer mp=MultiPlayer_Invalid, const DeviceInputList *pButtonState=nullptr) const -> bool
 
void ResetKeyRepeat (const GameInput &GameI)
 
void ResetKeyRepeat (GameButton MenuI, PlayerNumber pn)
 
void RepeatStopKey (const GameInput &GameI)
 
void RepeatStopKey (GameButton MenuI, PlayerNumber pn)
 
auto GetLevel (const GameInput &GameI) const -> float
 
auto GetLevel (GameButton MenuI, PlayerNumber pn) const -> float
 
void Unmap (InputDevice device)
 
void ApplyMapping (const std::vector< AutoMappingEntry > &vMmaps, GameController gc, InputDevice id)
 

Static Public Member Functions

static auto MultiPlayerToInputDevice (MultiPlayer mp) -> InputDevice
 
static auto InputDeviceToMultiPlayer (InputDevice id) -> MultiPlayer
 

Protected Member Functions

void UpdateTempDItoGI ()
 

Protected Attributes

InputMappings m_mappings
 
const InputSchemem_pInputScheme
 

Detailed Description

Holds user-chosen input preferences and saves it between sessions.


The documentation for this class was generated from the following files: