/** * @author: Thomas Brandého */ #ifndef INPUT_H #define INPUT_H #include "keybindings.h" #include #include class Input{ public: //enum Context {MENU, EDITOR, GAME, DEBUG, NB_CONTEXT}; Input(sf::Window* w, std::string keysmappings, int nb_actions); int getKeyBinding(int action, int num); void setkeyBinding(int action, int num, sf::Keyboard::Key key); bool createContext(std::string context_name, std::vector action_list); void setCurrentContext(std::string context_name); // void updateEvents(); // int getAction(); // void reloadKeyBindings(); /* */ private: sf::Window* window; KeysMap keysmap; /* std::queue action_file; Context current_context; std::vector contexts[NB_CONTEXT]; std::vector contexts; KeyBindings keybindings[NB_CONTEXT]; */ }; #endif