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CryGame/ScriptObjectInput.h
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69
CryGame/ScriptObjectInput.h
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//////////////////////////////////////////////////////////////////////
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//
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// Crytek Source code
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// Copyright (c) Crytek 2001-2004
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//
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// ScriptObjectInput.h: interface for the CScriptObjectInput class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SCRIPTOBJECTINPUT_H__18286CA7_21F2_45E0_9DFF_9D67F6AE3BE8__INCLUDED_)
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#define AFX_SCRIPTOBJECTINPUT_H__18286CA7_21F2_45E0_9DFF_9D67F6AE3BE8__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include <IScriptSystem.h>
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#include <_ScriptableEx.h>
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class CXGame;
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/*! This class implements all input-related script-functions.
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REMARKS:
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After initialization of the script-object it will be globally accessable through scripts using the namespace "Input".
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Example:
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Input:BindAction("MOVE_LEFT","a");
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IMPLEMENTATIONS NOTES:
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These function will never be called from C-Code. They're script-exclusive.
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*/
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class CScriptObjectInput :
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public _ScriptableEx<CScriptObjectInput>
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{
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public:
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CScriptObjectInput();
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virtual ~CScriptObjectInput();
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void Init(IScriptSystem *pScriptSystem,CXGame *pGame,ISystem *pSystem);
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static void InitializeTemplate(IScriptSystem *pSS);
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int ResetToDefaults(IFunctionHandler *pH);
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int ResetAllBindings(IFunctionHandler *pH);
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int BindCommandToKey(IFunctionHandler *pH);
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int BindAction(IFunctionHandler *pH);
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int BindActionMultipleMaps(IFunctionHandler *pH);
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//int CheckForAction(IFunctionHandler *pH);
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int ClearAction(IFunctionHandler *pH);
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int GetActionMaps(IFunctionHandler *pH);
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int ResetBinding(IFunctionHandler *pH);
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int GetBinding(IFunctionHandler *pH);
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int SetActionMap(IFunctionHandler *pH);
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int SetMouseSensitivity(IFunctionHandler *pH);
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int GetMouseSensitivity(IFunctionHandler *pH);
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int SetMouseSensitivityScale(IFunctionHandler *pH);
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int GetMouseSensitivityScale(IFunctionHandler *pH);
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int GetXKeyPressedName(IFunctionHandler *pH);
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int GetXKeyDownName(IFunctionHandler *pH);
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int ResetKeyState(IFunctionHandler *pH);
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int SetInvertedMouse(IFunctionHandler *pH);
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int GetInvertedMouse(IFunctionHandler *pH);
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private:
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CXGame *m_pGame;
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ISystem *m_pSystem;
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IConsole *m_pConsole;
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IInput *m_pInput;
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};
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#endif // !defined(AFX_SCRIPTOBJECTINPUT_H__18286CA7_21F2_45E0_9DFF_9D67F6AE3BE8__INCLUDED_)
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