6e8fbca745
match the genesis editor version 1.3.0.653.
157 lines
4.4 KiB
C++
157 lines
4.4 KiB
C++
/****************************************************************************
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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 __inputkeyboardbase_H__
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#define __inputkeyboardbase_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 InputKeyboardBase : public Input::InputHandler
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{
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__DeclareClass(InputKeyboardBase);
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public:
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/// constructor
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InputKeyboardBase();
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/// destructor
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virtual ~InputKeyboardBase();
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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 a key is currently pressed
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bool KeyPressed(Input::InputKey::Code keyCode) const;
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/// return true if key was down at least once in current frame
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bool KeyDown(Input::InputKey::Code keyCode) const;
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/// return true if key was up at least once in current frame
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bool KeyUp(Input::InputKey::Code keyCode) const;
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/// get character input in current frame
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const Util::String& GetCharInput() const;
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int GetCurrentEventCount() const;
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KeyEvent 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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class KeyState
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{
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public:
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/// constructor
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KeyState() : pressed(false), down(false), up(false) {};
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bool pressed; // currently pressed
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bool down; // was down this frame
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bool up; // was up this frame
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};
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Util::FixedArray<KeyState> keyStates;
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Util::Array<KeyEvent> keyEventCache;
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Util::String charInput;
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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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InputKeyboardBase::KeyPressed(Input::InputKey::Code keyCode) const
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{
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return this->keyStates[keyCode].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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InputKeyboardBase::KeyDown(Input::InputKey::Code keyCode) const
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{
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return this->keyStates[keyCode].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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InputKeyboardBase::KeyUp(Input::InputKey::Code keyCode) const
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{
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return this->keyStates[keyCode].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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const Util::String&
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InputKeyboardBase::GetCharInput() const
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{
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return this->charInput;
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}
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inline
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int
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InputKeyboardBase::GetCurrentEventCount() const
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{
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return keyEventCache.Size();
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}
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inline
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KeyEvent
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InputKeyboardBase::GetCurrentEvent(int index) const
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{
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return keyEventCache[index];
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}
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} // namespace Input
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//------------------------------------------------------------------------------
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#endif // __inputkeyboardbase_H__
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