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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef plControlEventCodes_inc
#define plControlEventCodes_inc
// list of all controls that could potentially
// be mapped to a key, a mouse button, etc
// NOTE:
// NOTE:
// NOTE: PLEASE READ BEFORE MODIFYING THIS FILE!!!!!!!!!!!!!!!!!!!
// NOTE:
// NOTE:
// Please put new control key events at the end of this enum (just before END_CONTROLS).
// This way the corresponding Python constants will match more often
// and cause much less stress on game play programmers who's telescopes stop working
// Thanks!
enum ControlEventCode
{
// button controls
B_CONTROL_ACTION = 0,
B_CONTROL_ACTION_MOUSE,
B_CONTROL_JUMP,
B_CONTROL_MOVE_FORWARD,
B_CONTROL_MOVE_BACKWARD,
B_CONTROL_STRAFE_LEFT,
B_CONTROL_STRAFE_RIGHT,
B_CONTROL_MOVE_UP,
B_CONTROL_MOVE_DOWN,
B_CONTROL_ROTATE_LEFT,
B_CONTROL_ROTATE_RIGHT,
B_CONTROL_ROTATE_UP,
B_CONTROL_ROTATE_DOWN,
B_CONTROL_MODIFIER_FAST,
B_CONTROL_ALWAYS_RUN, // This is no longer a bindable key. It is hard-coded to caps-lock
B_CONTROL_EQUIP,
B_CONTROL_DROP,
B_CONTROL_TURN_TO,
B_TOGGLE_DRIVE_MODE,
B_CAMERA_MOVE_FORWARD,
B_CAMERA_MOVE_BACKWARD,
B_CAMERA_MOVE_UP,
B_CAMERA_MOVE_DOWN,
B_CAMERA_MOVE_LEFT,
B_CAMERA_MOVE_RIGHT,
B_CAMERA_PAN_UP,
B_CAMERA_PAN_DOWN,
B_CAMERA_PAN_LEFT,
B_CAMERA_PAN_RIGHT,
B_CAMERA_MOVE_FAST,
B_CAMERA_ROTATE_RIGHT,
B_CAMERA_ROTATE_LEFT,
B_CAMERA_ROTATE_UP,
B_CAMERA_ROTATE_DOWN,
B_CAMERA_RECENTER,
B_CAMERA_DRIVE_SPEED_UP,
B_CAMERA_DRIVE_SPEED_DOWN,
B_CAMERA_ZOOM_IN,
B_CAMERA_ZOOM_OUT,
B_SET_CONSOLE_MODE,
B_CONTROL_CONSOLE_COMMAND,
B_CONTROL_TOGGLE_PHYSICAL,
B_CONTROL_PICK,
// axis controls
A_CONTROL_MOVE,
A_CONTROL_TURN,
A_CONTROL_MOUSE_X,
A_CONTROL_MOUSE_Y,
// special controls
S_SET_CURSOR_UP,
S_SET_CURSOR_DOWN,
S_SET_CURSOR_RIGHT,
S_SET_CURSOR_LEFT,
S_SET_CURSOR_POISED,
S_SET_CURSOR_HIDDEN,
S_SET_CURSOR_UNHIDDEN,
S_SET_CURSOR_ARROW,
S_SEARCH_FOR_PICKABLE,
S_INCREASE_MIC_VOL,
S_DECREASE_MIC_VOL,
S_PUSH_TO_TALK,
S_SET_THIRD_PERSON_MODE,
S_SET_FIRST_PERSON_MODE,
S_SET_WALK_MODE,
S_SET_FREELOOK,
S_SET_CONSOLE_SINGLE,
S_SET_CONSOLE_HIDDEN,
// Inventory controls
dead__B_CONTROL_SET_EQUIPED_STATE,
dead__B_CONTROL_SCROLL_UP_LIST,
dead__B_CONTROL_SCROLL_DOWN_LIST,
dead__B_CONTROL_SET_INVENTORY_ACTIVE,
dead__B_CONTROL_SET_INVENTORY_DISACTIVE,
dead__B_CONTROL_REMOVE_INV_OBJECT,
dead__B_CONTROL_ENABLE_OBJECT,
// Avatar emote controls
B_CONTROL_EMOTE,
B_CONTROL_EXIT_MODE,
// new controls key events
B_CONTROL_DIVE,
B_CAMERA_PAN_TO_CURSOR,
B_CONTROL_OPEN_KI,
B_CONTROL_OPEN_BOOK,
B_CONTROL_EXIT_GUI_MODE,
B_CONTROL_MODIFIER_STRAFE,
B_CONTROL_CAMERA_WALK_PAN,
S_SET_BASIC_MODE, // Opposite of walk mode
B_CONTROL_IGNORE_AVATARS, //anti-griefing thing
B_CONTROL_LADDER_INVERTED, // used by ladders to invert forward/backward
B_CONTROL_CONSUMABLE_JUMP, // used to limit the avatar to one jump per keypress
S_SET_WALK_BACK_MODE,
S_SET_WALK_BACK_LB_MODE,
S_SET_CURSOR_UPWARD,
S_SET_LADDER_CONTROL,
S_CLEAR_LADDER_CONTROL,
END_CONTROLS
};
#endif // plControlEventCodes_inc