ad5cd7b16a
match the genesis editor version 1.3.1.921.
100 lines
3.1 KiB
C++
100 lines
3.1 KiB
C++
/****************************************************************************
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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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#ifndef __inputfeature_H__
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#define __inputfeature_H__
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#include "appframework/feature.h"
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#include "input/inputsource.h"
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#include "input/inputserver.h"
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//------------------------------------------------------------------------------
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namespace App
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{
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typedef Util::Array< GPtr<Input::InputSource> > InputSourceList;
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class InputFeature : public App::Feature
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{
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__DeclareSubClass(InputFeature,Feature);
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__DeclareThreadSingleton(InputFeature);
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public:
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/// constructor
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InputFeature();
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/// destructor
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virtual ~InputFeature();
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// add the input source. make out all kinds of input state from input source
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void InitSource( const InputSourceList& inputSourceList );
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// catch the input service. we can get the keyboard,mouse and rock's state info
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const GPtr<Input::InputServer>& GetInputServer(void) const;
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/// @Feature::OnActivate called from InputFeature::ActivateProperties()
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virtual void OnActivate();
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/// @Feature::OnDeactivate called from InputFeature::DeactivateProperties()
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virtual void OnDeactivate();
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/// @Feature::OnBeginFrame called at the start of the feature trigger cycle
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virtual void OnBeginFrame();
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/// @Feature::OnEndFrame called at the end of the feature trigger cycle
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virtual void OnEndFrame();
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void OnResetEvent();
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void AttachInputSource(GPtr<Input::InputSource> input);
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void RemoveInputSource(GPtr<Input::InputSource> input);
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protected:
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// input Server
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GPtr<Input::InputServer> m_inputServer;
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InputSourceList mInputSourceList;
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};
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//------------------------------------------------------------------------
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inline
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const GPtr<Input::InputServer>&
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InputFeature::GetInputServer(void) const
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{
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return m_inputServer;
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}
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} // namespace InputFeature
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//------------------------------------------------------------------------------
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#endif // __InputFeature_H__
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