Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
54 lines
803 B
C++
54 lines
803 B
C++
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#ifndef INPUT_TRAINER_HPP
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#define INPUT_TRAINER_HPP
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#pragma once
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namespace MechWarrior4
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{
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class InputTrainer
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{
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public:
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enum InputType
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{
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NONE = 0x0000,
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THROTTLE = 0x0001,
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TURN = 0x0002,
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TORSO = 0x0004,
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FIRING = 0x0008,
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VIEW_MODES = 0x0010,
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TARGET_SELECTION = 0x0020,
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ZOOM = 0x0040,
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HEAT = 0x0080,
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NAV_SWITCHING = 0x0100,
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MISC = 0x8000,
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ALL = 0xFFFF
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};
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static InputTrainer* GetInstance();
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InputTrainer();
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~InputTrainer();
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bool GetEnabled(InputType t) const;
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void SetEnabled(InputType t, bool enabled);
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unsigned long GetFlags() const
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{
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return (m_Flags);
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}
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private:
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static InputTrainer* m_Instance;
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unsigned long m_Flags;
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};
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};
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#endif // INPUT_TRAINER_HPP
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