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lib-game-delta3d-demos-TankTarget-InputComponent.h / h



  /* -*-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 <dtCore/refptr.h> include <dtGame/baseinputcomponent.h> include <dtDAL/gameevent.h> include <dtDAL/gameeventmanager.h> include <dtGame/logcontroller.h>
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.
parameter: event The game event to fire.

  
        void FireGameEvent(const dtDAL::GameEvent& event);
  
        dtCore::RefPtr<dtDAL::GameEvent> mToggleEngineEvent;
        dtCore::RefPtr<dtDAL::GameEvent> mSpeedBoost;
        dtCore::RefPtr<dtDAL::GameEvent> mTankFired;
        dtCore::RefPtr<dtDAL::GameEvent> mTestShaders;
        dtCore::RefPtr<dtDAL::GameEvent> mReset;
  
        dtCore::RefPtr<dtGame::LogController> mLogController;
        bool mInPlaybackMode;
  };
  
  endif
  
  


(C) Æliens 04/09/2009

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