Beispiel #1
0
/**
 * \brief Determines from the savegame the low-level keyboard key where the
 * specified game command is mapped.
 * \param command A game command.
 * \return The keyboard key mapped to this game command in the savegame.
 */
InputEvent::KeyboardKey GameCommands::get_saved_keyboard_binding(
    Command command) const {

  const std::string& savegame_variable = get_keyboard_binding_savegame_variable(command);
  const std::string& keyboard_key_name = get_savegame().get_string(savegame_variable);
  return InputEvent::get_keyboard_key_by_name(keyboard_key_name);
}
Beispiel #2
0
/**
 * \brief Saves the low-level keyboard command where the specified game key is
 * mapped.
 * \param command A game command.
 * \param keyboard_key The keyboard key to map to this game command in the
 * savegame.
 */
void GameCommands::set_saved_keyboard_binding(
    Command command, InputEvent::KeyboardKey keyboard_key) {

  const std::string& savegame_variable = get_keyboard_binding_savegame_variable(command);
  const std::string& keyboard_key_name = InputEvent::get_keyboard_key_name(keyboard_key);
  get_savegame().set_string(savegame_variable, keyboard_key_name);
}
Beispiel #3
0
/**
 * \brief Determines from the savegame the low-level keyboard key where the
 * specified game command is mapped.
 * \param command A game command.
 * \return The keyboard key mapped to this game command in the savegame.
 */
InputEvent::KeyboardKey GameCommands::get_saved_keyboard_binding(
    GameCommand command) const {

  const std::string& savegame_variable = get_keyboard_binding_savegame_variable(command);
  const std::string& keyboard_key_name = get_savegame().get_string(savegame_variable);
  return name_to_enum(keyboard_key_name, InputEvent::KEY_NONE);
}