コード例 #1
0
GuiDetectDevice::GuiDetectDevice(Window* window) : GuiComponent(window)
{
	//clear any player information from the InputManager
	for(int i = 0; i < mWindow->getInputManager()->getNumPlayers(); i++)
	{
		InputConfig* cfg = mWindow->getInputManager()->getInputConfigByPlayer(i);
		cfg->setPlayerNum(-1);
		cfg->clear();
	}
	mWindow->getInputManager()->setNumPlayers(0);

	mCurrentPlayer = 0;
	mHoldingFinish = false;
}
コード例 #2
0
//used in an "emergency" where no keyboard config could be loaded from the inputmanager config file
//allows the user to select to reconfigure in menus if this happens without having to delete es_input.cfg manually
void InputManager::loadDefaultKBConfig()
{
	InputConfig* cfg = getInputConfigByDevice(DEVICE_KEYBOARD);

	cfg->clear();
	cfg->mapInput("up", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_UP, 1, true));
	cfg->mapInput("down", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_DOWN, 1, true));
	cfg->mapInput("left", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_LEFT, 1, true));
	cfg->mapInput("right", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RIGHT, 1, true));

	cfg->mapInput("a", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RETURN, 1, true));
	cfg->mapInput("b", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_ESCAPE, 1, true));
	cfg->mapInput("start", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F1, 1, true));
	cfg->mapInput("select", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F2, 1, true));

	cfg->mapInput("leftbottom", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RIGHTBRACKET, 1, true));
	cfg->mapInput("rightbottom", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_LEFTBRACKET, 1, true));
}