topical media & game development
lib-game-delta3d-sdk-examples-testAAR-testaarinput.h / h
/* -*-c++-*-
* testAAR - testaarinput (.h & .cpp) - Using 'The MIT License'
* Copyright (C) 2005-2008, Alion Science and Technology Corporation
*
* 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.
*
* This software was developed by Alion Science and Technology Corporation under
* circumstances in which the U. S. Government may have rights in the software.
*
* Christopher DuBuc
* William E. Johnson II
*/
ifndef DELTA_TEST_AAR_INPUT
define DELTA_TEST_AAR_INPUT
include <export.h>
include <dtGame/baseinputcomponent.h>
include <dtGame/logstatus.h>
// Foward declarations
namespace dtDAL
{
class GameEvent;
}
namespace dtGame
{
class LogController;
}
class TestAARGameEvent;
class TestAARHUD;
class TEST_AAR_EXPORT TestAARInput : public dtGame::BaseInputComponent
{
public:
// Constructor
TestAARInput(const std::string& name, dtGame::LogController& logCtrl, TestAARHUD& hudComp);
// We're going to handle key presses!
virtual bool HandleKeyPressed(const dtCore::Keyboard* keyboard, int key);
// We're going to handle key releases!
virtual bool HandleKeyReleased(const dtCore::Keyboard* keyboard, int key);
// Handle messages from the GM
virtual void ProcessMessage(const dtGame::Message& message);
Sets the player actor that this component access
parameter: gap The new actor proxy
void SetPlayerActor(dtGame::GameActorProxy& gap) { mPlayer = ⪆ }
protected:
Destructor
virtual ~TestAARInput();
Tell the log controller to insert a tag
void InsertTag();
Tell the log controller to insert a keyframe
void InsertKeyFrame();
Utility method to fire an event message
void FireEvent(dtDAL::GameEvent& event);
Method that will go to the previous key frame
void GotoPreviousKeyframe();
Method that will go to the next keyframe
void GotoNextKeyframe();
private:
Helper method that creates and sends an ActorUpdateMessage about the player
parameter: paramName The name of the update parameter
parameter: value The value of the update parameter
void SendPlayerUpdateMsg(const std::string& paramName, const float value);
bool mKeyIsPressed;
double mSimSpeedFactor;
const dtGame::LogStateEnumeration* mAppMode;
TestAARHUD* mHudGUI;
dtGame::GameActorProxy* mPlayer;
bool mVelocityUpdated;
bool mTurnRateUpdated;
dtGame::LogController* mLogController;
};
endif
(C) Æliens
04/09/2009
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