173 lines
4.4 KiB
C++
173 lines
4.4 KiB
C++
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/****************************************************************************
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Copyright (c) 2007,Radon Labs GmbH
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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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#include "input/input_stdneb.h"
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#include "input/inputhandler.h"
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#include "input/base/inputserverbase.h"
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namespace Input
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{
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__ImplementClass(Input::InputHandler, 'INPH', Core::RefCounted);
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//------------------------------------------------------------------------------
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/**
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*/
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InputHandler::InputHandler() :
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isAttached(false),
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isCapturing(false)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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InputHandler::~InputHandler()
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{
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n_assert(!this->IsAttached());
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}
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//------------------------------------------------------------------------------
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/**
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Begin capturing input to this input handler. This method must be
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overriden in a subclass, the derived method must call
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ObtainMouseCapture(), ObtainKeyboardCapture(), or both, depending
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on what type input events you want to capture. An input handler
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which captures input gets all input events of the given type exclusively.
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*/
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void
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InputHandler::BeginCapture()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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End capturing input to this input handler. Override this method
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in a subclass and release the captures obtained in BeginCapture().
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*/
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void
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InputHandler::EndCapture()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputHandler::OnAttach(const GPtr<InputServerBase>& inputServer)
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{
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n_assert(!this->IsAttached());
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this->isAttached = true;
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mInputServer = inputServer;
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n_assert( mInputServer.isvalid() );
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputHandler::OnRemove()
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{
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n_assert(this->IsAttached());
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this->isAttached = false;
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mInputServer = NULL;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputHandler::OnBeginFrame()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputHandler::OnEndFrame()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputHandler::OnObtainCapture()
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{
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this->isCapturing = true;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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InputHandler::OnReleaseCapture()
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{
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this->isCapturing = false;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool
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InputHandler::OnEvent(const InputEvent& inputEvent)
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{
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switch (inputEvent.GetType())
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{
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case InputEvent::AppObtainFocus:
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case InputEvent::AppLoseFocus:
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case InputEvent::AppDisplayMini:
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case InputEvent::AppDisplayRestore:
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case InputEvent::Reset:
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this->OnReset();
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break;
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default:
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break;
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}
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return true;
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}
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//------------------------------------------------------------------------------
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/**
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OnReset is called when the app loses or gains focus (amongst other
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occasions). The input handler should reset its internal state
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to prevent keys from sticking down, etc...
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*/
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void
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InputHandler::OnReset()
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{
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// empty
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}
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} // namespace Input
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