ES-DE/es-core/src/guis/GuiInputConfig.h

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#pragma once
#include "GuiComponent.h"
#include "components/NinePatchComponent.h"
#include "components/ComponentGrid.h"
#include "components/ComponentList.h"
#include "components/BusyComponent.h"
class TextComponent;
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class GuiInputConfig : public GuiComponent
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{
public:
GuiInputConfig(Window* window, InputConfig* target, bool reconfigureAll, const std::function<void()>& okCallback);
void update(int deltaTime) override;
void onSizeChanged() override;
private:
void error(const std::shared_ptr<TextComponent>& text, const std::string& msg); // set text to "msg" + not greyed out
void setPress(const std::shared_ptr<TextComponent>& text); // set text to "PRESS ANYTHING" + not greyed out
void setNotDefined(const std::shared_ptr<TextComponent>& text); // set text to -NOT DEFINED- + greyed out
void setAssignedTo(const std::shared_ptr<TextComponent>& text, Input input); // set text to "BUTTON 2"/"AXIS 2+", etc.
bool assign(Input input, int inputId);
void clearAssignment(int inputId);
void rowDone();
NinePatchComponent mBackground;
ComponentGrid mGrid;
std::shared_ptr<TextComponent> mTitle;
std::shared_ptr<TextComponent> mSubtitle1;
std::shared_ptr<TextComponent> mSubtitle2;
std::shared_ptr<ComponentList> mList;
std::vector< std::shared_ptr<TextComponent> > mMappings;
std::shared_ptr<ComponentGrid> mButtonGrid;
InputConfig* mTargetConfig;
bool mConfiguringRow; // next input captured by mList will be interpretted as a remap
bool mConfiguringAll; // move the cursor down after configuring a row and start configuring the next row until we reach the bottom
bool mHoldingInput;
Input mHeldInput;
int mHeldTime;
int mHeldInputId;
BusyComponent mBusyAnim;
};