/* -*-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 #include // 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 * @param 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 * @param paramName The name of the update parameter * @param 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