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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 = &gap; }
  
     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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