/* -*-c++-*- * TutorialLibrary - InputComponent (.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. * * @author Curtiss Murphy */ #ifndef __GM_TUTORIAL_INPUT_COMPONENT__ #define __GM_TUTORIAL_INPUT_COMPONENT__ #include "export.h" #include #include #include #include #include /** * This is an example use of the base input component for our tutorial. We will put * all of our keyboard and mouse event handling in here. As a GM component, it will * also receive all game messages. */ class TUTORIAL_TANK_EXPORT InputComponent : public dtGame::BaseInputComponent { public: // Constructor InputComponent(const std::string& name, bool inPlaybackMode); // Find our GameEvents after the map is loaded void SetupEvents(); // We're going to handle key presses! virtual bool HandleKeyPressed(const dtCore::Keyboard* keyboard, int key); /** * Handle messages if we want to */ void ProcessMessage(const dtGame::Message& message); protected: /// Destructor virtual ~InputComponent() { } private: /** * Simple helper method to fire a game event. This method creates the game event * message and sends it on to the Game Manager for processing. * @param event The game event to fire. */ void FireGameEvent(const dtDAL::GameEvent& event); dtCore::RefPtr mToggleEngineEvent; dtCore::RefPtr mSpeedBoost; dtCore::RefPtr mTankFired; dtCore::RefPtr mTestShaders; dtCore::RefPtr mReset; dtCore::RefPtr mLogController; bool mInPlaybackMode; }; #endif