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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Keyboard Input class
*/
#ifndef Keyboard_h
#define Keyboard_h
#include "MotionController.h"
// +--------------------------------------------------------------------+
class Keyboard : public MotionController
{
public:
static const char* TYPENAME() { return "Keyboard"; }
Keyboard();
virtual ~Keyboard();
// setup
virtual void MapKeys(KeyMapEntry* mapping, int nkeys);
// sample the physical device
virtual void Acquire();
// translations
virtual double X() { return x; }
virtual double Y() { return y; }
virtual double Z() { return z; }
// rotations
virtual double Pitch() { return p; }
virtual double Roll() { return r; }
virtual double Yaw() { return w; }
virtual int Center() { return c; }
// throttle
virtual double Throttle() { return t; }
virtual void SetThrottle(double throttle) { t = throttle; }
// actions
virtual int Action(int n) { return action[n]; }
virtual int ActionMap(int n) { return KeyDownMap(n); }
static bool KeyDown(int key);
static bool KeyDownMap(int key);
static void FlushKeys();
static Keyboard* GetInstance();
protected:
double x,y,z,p,r,w,t;
double p1, r1, w1;
int c;
int action[MotionController::MaxActions];
static int map[KEY_MAP_SIZE];
static int alt[KEY_MAP_SIZE];
};
// +--------------------------------------------------------------------+
#endif // Keyboard_h
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