/**************************************************************************** Copyright (c) 2007,Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "input/input_stdneb.h" #include "input/inputhandler.h" #include "input/base/inputserverbase.h" namespace Input { __ImplementClass(Input::InputHandler, 'INPH', Core::RefCounted); //------------------------------------------------------------------------------ /** */ InputHandler::InputHandler() : isAttached(false), isCapturing(false) { // empty } //------------------------------------------------------------------------------ /** */ InputHandler::~InputHandler() { n_assert(!this->IsAttached()); } //------------------------------------------------------------------------------ /** Begin capturing input to this input handler. This method must be overriden in a subclass, the derived method must call ObtainMouseCapture(), ObtainKeyboardCapture(), or both, depending on what type input events you want to capture. An input handler which captures input gets all input events of the given type exclusively. */ void InputHandler::BeginCapture() { // empty } //------------------------------------------------------------------------------ /** End capturing input to this input handler. Override this method in a subclass and release the captures obtained in BeginCapture(). */ void InputHandler::EndCapture() { // empty } //------------------------------------------------------------------------------ /** */ void InputHandler::OnAttach(const GPtr& inputServer) { n_assert(!this->IsAttached()); this->isAttached = true; mInputServer = inputServer; n_assert( mInputServer.isvalid() ); } //------------------------------------------------------------------------------ /** */ void InputHandler::OnRemove() { n_assert(this->IsAttached()); this->isAttached = false; mInputServer = NULL; } //------------------------------------------------------------------------------ /** */ void InputHandler::OnBeginFrame() { // empty } //------------------------------------------------------------------------------ /** */ void InputHandler::OnEndFrame() { // empty } //------------------------------------------------------------------------------ /** */ void InputHandler::OnObtainCapture() { this->isCapturing = true; } //------------------------------------------------------------------------------ /** */ void InputHandler::OnReleaseCapture() { this->isCapturing = false; } //------------------------------------------------------------------------------ /** */ bool InputHandler::OnEvent(const InputEvent& inputEvent) { switch (inputEvent.GetType()) { case InputEvent::AppObtainFocus: case InputEvent::AppLoseFocus: case InputEvent::AppDisplayMini: case InputEvent::AppDisplayRestore: case InputEvent::Reset: this->OnReset(); break; default: break; } return true; } //------------------------------------------------------------------------------ /** OnReset is called when the app loses or gains focus (amongst other occasions). The input handler should reset its internal state to prevent keys from sticking down, etc... */ void InputHandler::OnReset() { // empty } } // namespace Input