227 lines
6.1 KiB
C
227 lines
6.1 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __inputmousebase_H__
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#define __inputmousebase_H__
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#include "input/inputhandler.h"
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#include "input/inputeventtypes.h"
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//------------------------------------------------------------------------------
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namespace Input
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{
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class InputMouseBase : public Input::InputHandler
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{
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__DeclareClass(InputMouseBase);
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public:
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/// constructor
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InputMouseBase();
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/// destructor
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virtual ~InputMouseBase();
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/// capture input to this event handler
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virtual void BeginCapture();
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/// end input capturing to this event handler
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virtual void EndCapture();
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/// return true if button is currently pressed
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bool ButtonPressed(Input::InputMouseButton::Code btn) const;
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/// return true if button was down at least once in current frame
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bool ButtonDown(Input::InputMouseButton::Code btn) const;
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/// return true if button was up at least once in current frame
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bool ButtonUp(Input::InputMouseButton::Code btn) const;
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/// return true if a button has been double clicked
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bool ButtonDoubleClicked(Input::InputMouseButton::Code btn) const;
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/// return true if mouse wheel rotated forward
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bool WheelForward() const;
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/// return true if mouse wheel rotated backward
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bool WheelBackward() const;
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/// get current absolute mouse position (in pixels)
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const Math::float2& GetPixelPosition() const;
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/// get current screen space mouse position (0.0 .. 1.0)
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const Math::float2& GetScreenPosition() const;
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/// get mouse movement
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const Math::float2& GetMovement() const;
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int GetCurrentEventCount() const;
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MouseButtonEvent GetCurrentEvent(int index) const;
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protected:
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/// called when the handler is attached to the input server
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virtual void OnAttach(const GPtr<InputServerBase>& inputServer);
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/// called on InputServer::BeginFrame()
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virtual void OnBeginFrame();
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/// called when an input event should be processed
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virtual bool OnEvent(const Input::InputEvent& inputEvent);
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/// called when input handler obtains capture
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virtual void OnObtainCapture();
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/// called when input handler looses capture
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virtual void OnReleaseCapture();
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/// reset the input handler
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virtual void OnReset();
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private:
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/// update mouse position members
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void UpdateMousePositions(const Math::float2& pixelPos, const Math::float2& screenPos);
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struct ButtonState
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{
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public:
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/// constructor
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ButtonState() : pressed(false), down(false), up(false), doubleClicked(false) {};
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bool pressed;
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bool down;
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bool up;
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bool doubleClicked;
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};
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Util::Array<MouseButtonEvent> currentEvents;
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Util::FixedArray<ButtonState> buttonStates;
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Math::float2 beginFramePixelPosition;
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Math::float2 beginFrameScreenPosition;
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Math::float2 pixelPosition;
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Math::float2 screenPosition;
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Math::float2 movement;
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bool wheelForward;
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bool wheelBackward;
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bool initialMouseMovement;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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bool
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InputMouseBase::ButtonPressed(Input::InputMouseButton::Code btn) const
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{
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return this->buttonStates[btn].pressed;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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bool
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InputMouseBase::ButtonDown(Input::InputMouseButton::Code btn) const
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{
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return this->buttonStates[btn].down;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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bool
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InputMouseBase::ButtonUp(Input::InputMouseButton::Code btn) const
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{
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return this->buttonStates[btn].up;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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bool
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InputMouseBase::ButtonDoubleClicked(Input::InputMouseButton::Code btn) const
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{
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return this->buttonStates[btn].doubleClicked;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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const Math::float2&
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InputMouseBase::GetPixelPosition() const
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{
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return this->pixelPosition;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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const Math::float2&
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InputMouseBase::GetScreenPosition() const
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{
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return this->screenPosition;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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const Math::float2&
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InputMouseBase::GetMovement() const
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{
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return this->movement;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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bool
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InputMouseBase::WheelForward() const
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{
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return this->wheelForward;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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bool
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InputMouseBase::WheelBackward() const
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{
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return this->wheelBackward;
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}
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inline
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int
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InputMouseBase::GetCurrentEventCount() const
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{
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return currentEvents.Size();
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}
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inline
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MouseButtonEvent
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InputMouseBase::GetCurrentEvent(int index) const
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{
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return currentEvents[index];
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}
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} // namespace Input
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//------------------------------------------------------------------------------
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#endif // __inputmousebase_H__
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